# Italian translation of the Godot Engine class reference. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # # Micila Micillotto , 2020, 2021, 2022. # Bob , 2020. # Riccardo Ferro , 2020. # Lorenzo Asolan , 2020. # Mirko , 2020, 2021, 2022, 2023. # Lorenzo Cerqua , 2020. # StarFang208 , 2020. # Giacomo Bertolotti , 2020, 2021. # Damiano Guida , 2020. # Moncada , 2021. # DARBY , 2021. # Davide Wayan Mores , 2021. # Marco Galli , 2021. # Alessandro Mandelli , 2021. # Daniele Basso , 2021. # Jacopo Farina , 2021. # Riteo Siuga , 2021, 2023. # ZeroKun265 , 2021, 2022. # Andrea Montagna , 2021. # Andrea Leganza , 2021. # Federico Caprini , 2022. # Alessandro Casalino , 2022. # AndreWharn , 2022. # Silvia Scaglione , 2022. # Andrea Migliaccio , 2023. # Edoardo Barolo , 2023. # Frankie McEyes , 2023. # Salvatore Distefano , 2023. # Samuele Righi , 2023. # Luca , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2024-02-06 11:58+0000\n" "Last-Translator: Luca \n" "Language-Team: Italian \n" "Language: it\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.4-dev\n" #: doc/tools/make_rst.py msgid "All classes" msgstr "Tutte le classi" #: doc/tools/make_rst.py msgid "Globals" msgstr "Globali" #: doc/tools/make_rst.py msgid "Nodes" msgstr "Nodi" #: doc/tools/make_rst.py msgid "Resources" msgstr "Risorse" #: doc/tools/make_rst.py msgid "Editor-only" msgstr "Solo nell'editor" #: doc/tools/make_rst.py msgid "Other objects" msgstr "Altri oggetti" #: doc/tools/make_rst.py msgid "Variant types" msgstr "Tipi di varianti" #: doc/tools/make_rst.py msgid "Description" msgstr "Descrizione" #: doc/tools/make_rst.py msgid "Tutorials" msgstr "Tutorial" #: doc/tools/make_rst.py msgid "Properties" msgstr "Proprietà" #: doc/tools/make_rst.py msgid "Constructors" msgstr "Costruttori" #: doc/tools/make_rst.py msgid "Methods" msgstr "Metodi" #: doc/tools/make_rst.py msgid "Operators" msgstr "Operatori" #: doc/tools/make_rst.py msgid "Theme Properties" msgstr "Proprietà del tema" #: doc/tools/make_rst.py msgid "Signals" msgstr "Segnali" #: doc/tools/make_rst.py msgid "Enumerations" msgstr "Enumerazioni" #: doc/tools/make_rst.py msgid "Constants" msgstr "Costanti" #: doc/tools/make_rst.py msgid "Annotations" msgstr "Annotazioni" #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Descrizioni delle proprietà" #: doc/tools/make_rst.py msgid "Constructor Descriptions" msgstr "Descrizione del costruttore" #: doc/tools/make_rst.py msgid "Method Descriptions" msgstr "Descrizioni del metodo" #: doc/tools/make_rst.py msgid "Operator Descriptions" msgstr "Descrizione degli operatori" #: doc/tools/make_rst.py msgid "Theme Property Descriptions" msgstr "Descrizioni Proprietà dei Temi" #: doc/tools/make_rst.py msgid "Inherits:" msgstr "Eredita:" #: doc/tools/make_rst.py msgid "Inherited By:" msgstr "Ereditato da:" #: doc/tools/make_rst.py msgid "(overrides %s)" msgstr "(sovrascrive %s)" #: doc/tools/make_rst.py msgid "Default" msgstr "Predefinito" #: doc/tools/make_rst.py msgid "Setter" msgstr "Setter" #: doc/tools/make_rst.py msgid "value" msgstr "valore" #: doc/tools/make_rst.py msgid "Getter" msgstr "Getter" #: doc/tools/make_rst.py msgid "" "This method should typically be overridden by the user to have any effect." msgstr "" "Questo metodo di solito dovrebbe essere riscritto dall'utente per aver " "qualche effetto." #: doc/tools/make_rst.py msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "" "Questo metodo non ha effetti collaterali. Non modifica alcuna variabile " "appartenente all'istanza." #: doc/tools/make_rst.py msgid "" "This method accepts any number of arguments after the ones described here." msgstr "" "Questo metodo accetta qualsiasi numero di argomenti oltre a quelli descritti " "qui." #: doc/tools/make_rst.py msgid "This method is used to construct a type." msgstr "Questo metodo viene utilizzato per creare un tipo." #: doc/tools/make_rst.py msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" "Questo metodo non necessita di alcun'istanza per essere chiamato, quindi può " "essere chiamato direttamente usando il nome della classe." #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" "Questo metodo descrive un operatore valido da usare con questo tipo come " "operando di sinistra." #: doc/tools/make_rst.py msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" "Questo valore è un intero composto da una maschera di bit dei seguenti flag." #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" "`contributing one `!" msgstr "" "Attualmente non c'è una descrizione per questa classe. Aiutaci :ref:" "`contribuendo ad aggiungerne una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this signal. Please help us by :ref:" "`contributing one `!" msgstr "" "Attualmente non c'è una descrizione per questo segnale. Aiutaci :ref:" "`contribuendo a fornirne una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this enum. Please help us by :ref:" "`contributing one `!" msgstr "" "Attualmente non c'è una descrizione per questo enum. Aiutaci :ref:" "`contribuendo a fornirne una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this constant. Please help us by :ref:" "`contributing one `!" msgstr "" "Attualmente non c'è una descrizione per questa costante. Aiutaci :ref:" "`contribuendo ad aggiungerne una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this annotation. Please help us by :" "ref:`contributing one `!" msgstr "" "Al momento non c'è una descrizione per questa annotazione. Aiutaci :ref:" "`contribuendo a fornirne una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this property. Please help us by :ref:" "`contributing one `!" msgstr "" "Al momento non c'è una descrizione per questa proprietà. Aiutaci :ref:" "`contribuendo a fornirne una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this constructor. Please help us by :" "ref:`contributing one `!" msgstr "" #: doc/tools/make_rst.py msgid "" "There is currently no description for this method. Please help us by :ref:" "`contributing one `!" msgstr "" #: doc/tools/make_rst.py msgid "" "There is currently no description for this operator. Please help us by :ref:" "`contributing one `!" msgstr "" #: doc/tools/make_rst.py msgid "" "There is currently no description for this theme property. Please help us " "by :ref:`contributing one `!" msgstr "" #: doc/tools/make_rst.py msgid "" "There are notable differences when using this API with C#. See :ref:" "`doc_c_sharp_differences` for more information." msgstr "" #: doc/tools/make_rst.py msgid "Deprecated:" msgstr "Deprecato:" #: doc/tools/make_rst.py msgid "Experimental:" msgstr "Sperimentale:" #: doc/tools/make_rst.py msgid "This signal may be changed or removed in future versions." msgstr "Questo segnale potrebbe essere cambiato o rimosso in versioni future." #: doc/tools/make_rst.py msgid "This constant may be changed or removed in future versions." msgstr "Questa costante potrebbe essere cambiata o rimossa in versioni future." #: doc/tools/make_rst.py msgid "This property may be changed or removed in future versions." msgstr "" "Questa proprietà potrebbe essere cambiata o rimossa in versioni future." #: doc/tools/make_rst.py msgid "This constructor may be changed or removed in future versions." msgstr "" "Questo costruttore potrebbe essere cambiato o rimosso in versioni future." #: doc/tools/make_rst.py msgid "This method may be changed or removed in future versions." msgstr "Questo metodo potrebbe essere cambiato o rimosso in versioni future." #: doc/tools/make_rst.py msgid "This operator may be changed or removed in future versions." msgstr "" "Questo operatore potrebbe essere cambiato o rimosso in versioni future." #: doc/tools/make_rst.py msgid "This theme property may be changed or removed in future versions." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript constants, functions, and annotations." msgstr "Costanti, funzioni e annotazioni di GDScript integrate." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "A list of GDScript-specific utility functions and annotations accessible " "from any script.\n" "For the list of the global functions and constants see [@GlobalScope]." msgstr "" "Una lista di funzioni e annotazioni di utility specifiche di GDScript, " "accessibili da qualsiasi script.\n" "Per la lista di funzioni e costanti globali guarda [@GlobalScope]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "GDScript exports" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a [Color] constructed from red ([param r8]), green ([param g8]), " "blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value. Using [method Color8] " "instead of the standard [Color] constructor is useful when you need to match " "exact color values in an [Image].\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).\n" "var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n" "var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n" "[/codeblock]\n" "[b]Note:[/b] Due to the lower precision of [method Color8] compared to the " "standard [Color] constructor, a color created with [method Color8] will " "generally not be equal to the same color created with the standard [Color] " "constructor. Use [method Color.is_equal_approx] for comparisons to avoid " "issues with floating-point precision error." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Asserts that the [param condition] is [code]true[/code]. If the [param " "condition] is [code]false[/code], an error is generated. When running from " "the editor, the running project will also be paused until you resume it. " "This can be used as a stronger form of [method @GlobalScope.push_error] for " "reporting errors to project developers or add-on users.\n" "An optional [param message] can be shown in addition to the generic " "\"Assertion failed\" message. You can use this to provide additional details " "about why the assertion failed.\n" "[b]Warning:[/b] For performance reasons, the code inside [method assert] is " "only executed in debug builds or when running the project from the editor. " "Don't include code that has side effects in an [method assert] call. " "Otherwise, the project will behave differently when exported in release " "mode.\n" "[codeblock]\n" "# Imagine we always want speed to be between 0 and 20.\n" "var speed = -10\n" "assert(speed < 20) # True, the program will continue.\n" "assert(speed >= 0) # False, the program will stop.\n" "assert(speed >= 0 and speed < 20) # You can also combine the two conditional " "statements in one check.\n" "assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" "[/codeblock]\n" "[b]Note:[/b] [method assert] is a keyword, not a function. So you cannot " "access it as a [Callable] or use it inside expressions." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a single character (as a [String]) of the given Unicode code point " "(which is compatible with ASCII code).\n" "[codeblock]\n" "a = char(65) # a is \"A\"\n" "a = char(65 + 32) # a is \"a\"\n" "a = char(8364) # a is \"€\"\n" "[/codeblock]" msgstr "" "Ritorna un singolo carattere come una stringa (String) dato il codice " "Unicode (compatibile con il codice ASCII).\n" "[codeblock]\n" "a = char(65) # a è \"A\"\n" "a = char(65 + 32) # a è \"a\"\n" "a = char(8364) # a è \"€\"\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "[i]Deprecated.[/i] Use [method @GlobalScope.type_convert] instead.\n" "Converts [param what] to [param type] in the best way possible. The [param " "type] uses the [enum Variant.Type] values.\n" "[codeblock]\n" "var a = [4, 2.5, 1.2]\n" "print(a is Array) # Prints true\n" "\n" "var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" "print(b) # Prints [4, 2, 1]\n" "print(b is Array) # Prints false\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to " "an Object instance. Can be useful for deserializing." msgstr "" "Riconverte un [param dictionary] (precedentemente creato usando [method " "inst_to_dict]) in un'istanza. Utile per la deserializzazione." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" "[codeblock]\n" "func _ready():\n" " foo()\n" "\n" "func foo():\n" " bar()\n" "\n" "func bar():\n" " print(get_stack())\n" "[/codeblock]\n" "Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" "[b]Note:[/b] This function only works if the running instance is connected " "to a debugging server (i.e. an editor instance). [method get_stack] will not " "work in projects exported in release mode, or in projects exported in debug " "mode if not connected to a debugging server.\n" "[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " "so will return an empty array." msgstr "" "Restituisce una matrice di dizionari che rappresentano lo stack di chiamate " "corrente. Vedi anche [metodo print_stack].\n" "[codeblock]\n" "func _ready():\n" " foo()\n" "\n" "func foo():\n" " bar()\n" "\n" "func bar():\n" " print(get_stack())\n" "[/codeblock]\n" "A partire da [code]_ready()[/code], [code]bar()[/code] stampa:\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" "[b]Nota:[/b] Questa funzione funziona solo se l'istanza in esecuzione è " "connessa a un server di debug (ovvero un'istanza dell'editor). [metodo " "get_stack] non funzionerà nei progetti esportati in modalità di rilascio o " "nei progetti esportati in modalità di debug se non connesso a un server di " "debug.\n" "[b]Nota:[/b] La chiamata di questa funzione da un [Thread] non è supportata. " "In questo modo verrà restituito un array vuoto." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the passed [param instance] converted to a Dictionary. Can be useful " "for serializing.\n" "[b]Note:[/b] Cannot be used to serialize objects with built-in scripts " "attached or objects allocated within built-in scripts.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var d = inst_to_dict(self)\n" " print(d.keys())\n" " print(d.values())\n" "[/codeblock]\n" "Prints out:\n" "[codeblock]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns [code]true[/code] if [param value] is an instance of [param type]. " "The [param type] value must be one of the following:\n" "- A constant from the [enum Variant.Type] enumeration, for example [constant " "TYPE_INT].\n" "- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" "- A [Script] (you can use any class, including inner one).\n" "Unlike the right operand of the [code]is[/code] operator, [param type] can " "be a non-constant value. The [code]is[/code] operator supports more features " "(such as typed arrays). Use the operator instead of this method if you do " "not need dynamic type checking.\n" "Examples:\n" "[codeblock]\n" "print(is_instance_of(a, TYPE_INT))\n" "print(is_instance_of(a, Node))\n" "print(is_instance_of(a, MyClass))\n" "print(is_instance_of(a, MyClass.InnerClass))\n" "[/codeblock]\n" "[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " "[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " "above options, this method will raise a runtime error.\n" "See also [method @GlobalScope.typeof], [method type_exists], [method Array." "is_same_typed] (and other [Array] methods)." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String], the element count of any array type or the " "size of a [Dictionary]. For every other Variant type, a run-time error is " "generated and execution is stopped.\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # Returns 4\n" "\n" "b = \"Hello!\"\n" "len(b) # Returns 6\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a [Resource] from the filesystem located at the absolute [param " "path]. Unless it's already referenced elsewhere (such as in another script " "or in the scene), the resource is loaded from disk on function call, which " "might cause a slight delay, especially when loading large scenes. To avoid " "unnecessary delays when loading something multiple times, either store the " "resource in a variable or use [method preload].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " "from the FileSystem dock into the current script.\n" "[codeblock]\n" "# Load a scene called \"main\" located in the root of the project directory " "and cache it in a variable.\n" "var main = load(\"res://main.tscn\") # main will contain a PackedScene " "resource.\n" "[/codeblock]\n" "[b]Important:[/b] Relative paths are [i]not[/i] relative to the script " "calling this method, instead it is prefixed with [code]\"res://\"[/code]. " "Loading from relative paths might not work as expected.\n" "This function is a simplified version of [method ResourceLoader.load], which " "can be used for more advanced scenarios.\n" "[b]Note:[/b] Files have to be imported into the engine first to load them " "using this function. If you want to load [Image]s at run-time, you may use " "[method Image.load]. If you want to import audio files, you can use the " "snippet described in [member AudioStreamMP3.data].\n" "[b]Note:[/b] If [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." "load] will not be able to read converted files in an exported project. If " "you rely on run-time loading of files present within the PCK, set [member " "ProjectSettings.editor/export/convert_text_resources_to_binary] to " "[code]false[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " "requires [param path] to be a constant [String]. If you want to load a " "resource from a dynamic/variable path, use [method load].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " "the FileSystem dock into the current script.\n" "[codeblock]\n" "# Create instance of a scene.\n" "var diamond = preload(\"res://diamond.tscn\").instantiate()\n" "[/codeblock]\n" "[b]Note:[/b] [method preload] is a keyword, not a function. So you cannot " "access it as a [Callable]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Like [method @GlobalScope.print], but includes the current stack frame when " "running with the debugger turned on.\n" "The output in the console may look like the following:\n" "[codeblock]\n" "Test print\n" "At: res://test.gd:15:_process()\n" "[/codeblock]\n" "[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " "so will instead print the thread ID." msgstr "" "Come [metodo @GlobalScope.print], ma include il frame dello stack corrente " "quando viene eseguito con il debugger attivato.\n" "L'output nella console potrebbe essere simile al seguente:\n" "[codeblock]\n" "Test print\n" "A: res://test.gd:15:_process()\n" "[/codeblock]\n" "[b]Nota:[/b] La chiamata di questa funzione da un [Thread] non è supportata. " "In questo modo stamperai invece l'ID del thread." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints a stack trace at the current code location. See also [method " "get_stack].\n" "The output in the console may look like the following:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" "[b]Note:[/b] This function only works if the running instance is connected " "to a debugging server (i.e. an editor instance). [method print_stack] will " "not work in projects exported in release mode, or in projects exported in " "debug mode if not connected to a debugging server.\n" "[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " "so will instead print the thread ID." msgstr "" "Stampa un'analisi dello stack nella posizione del codice corrente. Vedi " "anche [metodo get_stack].\n" "L'output nella console potrebbe essere simile al seguente:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" "[b]Nota:[/b] Questa funzione funziona solo se l'istanza in esecuzione è " "connessa a un server di debug (ovvero un'istanza dell'editor). [metodo " "print_stack] non funzionerà nei progetti esportati in modalità di rilascio o " "nei progetti esportati in modalità di debug se non connesso a un server di " "debug.\n" "[b]Nota:[/b] La chiamata di questa funzione da un [Thread] non è supportata. " "In questo modo stamperai invece l'ID del thread." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an array with the given range. [method range] can be called in three " "ways:\n" "[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " "stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " "[b]exclusive[/b].\n" "[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " "steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" "code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " "respectively.\n" "[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " "increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " "[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " "[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" "code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " "[code]0[/code], an error message is printed.\n" "[method range] converts all arguments to [int] before processing.\n" "[b]Note:[/b] Returns an empty array if no value meets the value constraint " "(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" "Examples:\n" "[codeblock]\n" "print(range(4)) # Prints [0, 1, 2, 3]\n" "print(range(2, 5)) # Prints [2, 3, 4]\n" "print(range(0, 6, 2)) # Prints [0, 2, 4]\n" "print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size() - 1, -1, -1):\n" " print(array[i])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "9\n" "6\n" "3\n" "[/codeblock]\n" "To iterate over [float], convert them in the loop.\n" "[codeblock]\n" "for i in range (3, 0, -1):\n" " print(i / 10.0)\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "0.3\n" "0.2\n" "0.1\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns [code]true[/code] if the given [Object]-derived class exists in " "[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # Returns true\n" "type_exists(\"NonExistentClass\") # Returns false\n" "[/codeblock]" msgstr "" "Restituisce [code]true[/code] per confermare o no se una classe derivata da " "[Object] esiste in [ClassDB]. Nota che i tipi di dato [Variant] non sono " "registrati in [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # Restituisce true\n" "type_exists(\"NonExistentClass\") # Restituisce false\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Constant that represents how many times the diameter of a circle fits around " "its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in " "rotations." msgstr "" "Constante che rappresenta quante volte il diametro di un cerchio rientra " "attorno al suo perimetro. Questo è equivalente a fare [code]TAU / 2[/code], " "o 180°." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "The circle constant, the circumference of the unit circle in radians. This " "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" "La costante del cerchio, la circonferenza del cerchio di raggio unitario in " "radianti (Circonferenza = Pi * diametro). È equivalente a [code]PI * 2[/" "code], equivalente a 360°." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Positive floating-point infinity. This is the result of floating-point " "division when the divisor is [code]0.0[/code]. For negative infinity, use " "[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " "infinity if the numerator is positive, so dividing by [code]0.0[/code] is " "not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/" "code] returning [code]true[/code]).\n" "[b]Warning:[/b] Numeric infinity is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer number by " "[code]0[/code] will not result in [constant INF] and will result in a run-" "time error instead." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "\"Not a Number\", an invalid floating-point value. [constant NAN] has " "special properties, including that [code]!=[/code] always returns " "[code]true[/code], while other comparison operators always return " "[code]false[/code]. This is true even when comparing with itself ([code]NAN " "== NAN[/code] returns [code]false[/code] and [code]NAN != NAN[/code] returns " "[code]true[/code]). It is returned by some invalid operations, such as " "dividing floating-point [code]0.0[/code] by [code]0.0[/code].\n" "[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer [code]0[/" "code] by [code]0[/code] will not result in [constant NAN] and will result in " "a run-time error instead." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the following property as exported (editable in the Inspector dock and " "saved to disk). To control the type of the exported property, use the type " "hint notation.\n" "[codeblock]\n" "extends Node\n" "\n" "enum Direction {LEFT, RIGHT, UP, DOWN}\n" "\n" "# Built-in types.\n" "@export var string = \"\"\n" "@export var int_number = 5\n" "@export var float_number: float = 5\n" "\n" "# Enums.\n" "@export var type: Variant.Type\n" "@export var format: Image.Format\n" "@export var direction: Direction\n" "\n" "# Resources.\n" "@export var image: Image\n" "@export var custom_resource: CustomResource\n" "\n" "# Nodes.\n" "@export var node: Node\n" "@export var custom_node: CustomNode\n" "\n" "# Typed arrays.\n" "@export var int_array: Array[int]\n" "@export var direction_array: Array[Direction]\n" "@export var image_array: Array[Image]\n" "@export var node_array: Array[Node]\n" "[/codeblock]\n" "[b]Note:[/b] Custom resources and nodes must be registered as global classes " "using [code]class_name[/code].\n" "[b]Note:[/b] Node export is only supported in [Node]-derived classes and has " "a number of other limitations." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new category for the following exported properties. This helps to " "organize properties in the Inspector dock.\n" "See also [constant PROPERTY_USAGE_CATEGORY].\n" "[codeblock]\n" "@export_category(\"Statistics\")\n" "@export var hp = 30\n" "@export var speed = 1.25\n" "[/codeblock]\n" "[b]Note:[/b] Categories in the Inspector dock's list usually divide " "properties coming from different classes (Node, Node2D, Sprite, etc.). For " "better clarity, it's recommended to use [annotation @export_group] and " "[annotation @export_subgroup], instead." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [Color] property without allowing its transparency ([member Color." "a]) to be edited.\n" "See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" "[codeblock]\n" "@export_color_no_alpha var dye_color: Color\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String] property as a path to a directory. The path will be " "limited to the project folder and its subfolders. See [annotation " "@export_global_dir] to allow picking from the entire filesystem.\n" "See also [constant PROPERTY_HINT_DIR].\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an [int] or [String] property as an enumerated list of options. If " "the property is an [int], then the index of the value is stored, in the same " "order the values are provided. You can add explicit values using a colon. If " "the property is a [String], then the value is stored.\n" "See also [constant PROPERTY_HINT_ENUM].\n" "[codeblock]\n" "@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" "@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " "character_speed: int\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" "[/codeblock]\n" "If you want to set an initial value, you must specify it explicitly:\n" "[codeblock]\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " "\"Rebecca\"\n" "[/codeblock]\n" "If you want to use named GDScript enums, then use [annotation @export] " "instead:\n" "[codeblock]\n" "enum CharacterName {REBECCA, MARY, LEAH}\n" "@export var character_name: CharacterName\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a floating-point property with an easing editor widget. Additional " "hints can be provided to adjust the behavior of the widget. " "[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive " "for editing attenuation properties. [code]\"positive_only\"[/code] limits " "values to only be greater than or equal to zero.\n" "See also [constant PROPERTY_HINT_EXP_EASING].\n" "[codeblock]\n" "@export_exp_easing var transition_speed\n" "@export_exp_easing(\"attenuation\") var fading_attenuation\n" "@export_exp_easing(\"positive_only\") var effect_power\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String] property as a path to a file. The path will be limited to " "the project folder and its subfolders. See [annotation @export_global_file] " "to allow picking from the entire filesystem.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_FILE].\n" "[codeblock]\n" "@export_file var sound_effect_path: String\n" "@export_file(\"*.txt\") var notes_path: String\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field. This allows to store several " "\"checked\" or [code]true[/code] values with one property, and comfortably " "select them from the Inspector dock.\n" "See also [constant PROPERTY_HINT_FLAGS].\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " "0\n" "[/codeblock]\n" "You can add explicit values using a colon:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" "[/codeblock]\n" "You can also combine several flags:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", " "\"Foes:16\")\n" "var spell_targets = 0\n" "[/codeblock]\n" "[b]Note:[/b] A flag value must be at least [code]1[/code] and at most " "[code]2 ** 32 - 1[/code].\n" "[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value " "is not taken into account. In the following example, A is 16, B is 2, C is " "4.\n" "[codeblock]\n" "@export_flags(\"A:16\", \"B\", \"C\") var x\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 2D navigation layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_navigation/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_2d_navigation var navigation_layers: int\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 2D physics layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_physics/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" "[codeblock]\n" "@export_flags_2d_physics var physics_layers: int\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 2D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_render/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" "[codeblock]\n" "@export_flags_2d_render var render_layers: int\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 3D navigation layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_navigation/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_3d_navigation var navigation_layers: int\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 3D physics layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_physics/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" "[codeblock]\n" "@export_flags_3d_physics var physics_layers: int\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 3D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_render/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" "[codeblock]\n" "@export_flags_3d_render var render_layers: int\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for navigation avoidance " "layers. The widget in the Inspector dock will use the layer names defined in " "[member ProjectSettings.layer_names/avoidance/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" "[codeblock]\n" "@export_flags_avoidance var avoidance_layers: int\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String] property as an absolute path to a directory. The path can " "be picked from the entire filesystem. See [annotation @export_dir] to limit " "it to the project folder and its subfolders.\n" "See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" "[codeblock]\n" "@export_global_dir var sprite_folder_path: String\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String] property as an absolute path to a file. The path can be " "picked from the entire filesystem. See [annotation @export_file] to limit it " "to the project folder and its subfolders.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" "[codeblock]\n" "@export_global_file var sound_effect_path: String\n" "@export_global_file(\"*.txt\") var notes_path: String\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new group for the following exported properties. This helps to " "organize properties in the Inspector dock. Groups can be added with an " "optional [param prefix], which would make group to only consider properties " "that have this prefix. The grouping will break on the first property that " "doesn't have a prefix. The prefix is also removed from the property's name " "in the Inspector dock.\n" "If no [param prefix] is provided, then every following property will be " "added to the group. The group ends when then next group or category is " "defined. You can also force end a group by using this annotation with empty " "strings for parameters, [code]@export_group(\"\", \"\")[/code].\n" "Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " "within groups.\n" "See also [constant PROPERTY_USAGE_GROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_group(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "\n" "@export_group(\"\", \"\")\n" "@export var ungrouped_number = 3\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String] property with a large [TextEdit] widget instead of a " "[LineEdit]. This adds support for multiline content and makes it easier to " "edit large amount of text stored in the property.\n" "See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" "[codeblock]\n" "@export_multiline var character_biography\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [NodePath] property with a filter for allowed node types.\n" "See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" "[codeblock]\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" "[/codeblock]\n" "[b]Note:[/b] The type must be a native class or a globally registered script " "(using the [code]class_name[/code] keyword) that inherits [Node]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String] property with a placeholder text displayed in the editor " "widget when no value is present.\n" "See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" "[codeblock]\n" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an [int] or [float] property as a range value. The range must be " "defined by [param min] and [param max], as well as an optional [param step] " "and a variety of extra hints. The [param step] defaults to [code]1[/code] " "for integer properties. For floating-point numbers this value depends on " "your [code]EditorSettings.interface/inspector/default_float_step[/code] " "setting.\n" "If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " "provided, the editor widget will not cap the value at range boundaries. The " "[code]\"exp\"[/code] hint will make the edited values on range to change " "exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " "element of the editor widget.\n" "Hints also allow to indicate the units for the edited value. Using " "[code]\"radians_as_degrees\"[/code] you can specify that the actual value is " "in radians, but should be displayed in degrees in the Inspector dock (the " "range values are also in degrees). [code]\"degrees\"[/code] allows to add a " "degree sign as a unit suffix (the value is unchanged). Finally, a custom " "suffix can be provided using [code]\"suffix:unit\"[/code], where \"unit\" " "can be any string.\n" "See also [constant PROPERTY_HINT_RANGE].\n" "[codeblock]\n" "@export_range(0, 20) var number\n" "@export_range(-10, 20) var number\n" "@export_range(-10, 20, 0.2) var number: float\n" "\n" "@export_range(0, 100, 1, \"or_greater\") var power_percent\n" "@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" "\n" "@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" "@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " "groups, except they need a parent group to exist. See [annotation " "@export_group].\n" "See also [constant PROPERTY_USAGE_SUBGROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_subgroup(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "[/codeblock]\n" "[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level " "of depth. Just like the next group ends the previous group, so do the " "subsequent subgroups." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Add a custom icon to the current script. The icon specified at [param " "icon_path] is displayed in the Scene dock for every node of that class, as " "well as in various editor dialogs.\n" "[codeblock]\n" "@icon(\"res://path/to/class/icon.svg\")\n" "[/codeblock]\n" "[b]Note:[/b] Only the script can have a custom icon. Inner classes are not " "supported.\n" "[b]Note:[/b] As annotations describe their subject, the [annotation @icon] " "annotation must be placed before the class definition and inheritance.\n" "[b]Note:[/b] Unlike other annotations, the argument of the [annotation " "@icon] annotation must be a string literal (constant expressions are not " "supported)." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the following property as assigned when the [Node] is ready. Values for " "these properties are not assigned immediately when the node is initialized " "([method Object._init]), and instead are computed and stored right before " "[method Node._ready].\n" "[codeblock]\n" "@onready var character_name: Label = $Label\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the following method for remote procedure calls. See [url=$DOCS_URL/" "tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/" "url].\n" "If [param mode] is set as [code]\"any_peer\"[/code], allows any peer to call " "this RPC function. Otherwise, only the authority peer is allowed to call it " "and [param mode] should be kept as [code]\"authority\"[/code]. When " "configuring functions as RPCs with [method Node.rpc_config], each of these " "modes respectively corresponds to the [constant MultiplayerAPI." "RPC_MODE_AUTHORITY] and [constant MultiplayerAPI.RPC_MODE_ANY_PEER] RPC " "modes. See [enum MultiplayerAPI.RPCMode]. If a peer that is not the " "authority tries to call a function that is only allowed for the authority, " "the function will not be executed. If the error can be detected locally " "(when the RPC configuration is consistent between the local and the remote " "peer), an error message will be displayed on the sender peer. Otherwise, the " "remote peer will detect the error and print an error there.\n" "If [param sync] is set as [code]\"call_remote\"[/code], the function will " "only be executed on the remote peer, but not locally. To run this function " "locally too, set [param sync] to [code]\"call_local\"[/code]. When " "configuring functions as RPCs with [method Node.rpc_config], this is " "equivalent to setting [code]call_local[/code] to [code]true[/code].\n" "The [param transfer_mode] accepted values are [code]\"unreliable\"[/code], " "[code]\"unreliable_ordered\"[/code], or [code]\"reliable\"[/code]. It sets " "the transfer mode of the underlying [MultiplayerPeer]. See [member " "MultiplayerPeer.transfer_mode].\n" "The [param transfer_channel] defines the channel of the underlying " "[MultiplayerPeer]. See [member MultiplayerPeer.transfer_channel].\n" "The order of [param mode], [param sync] and [param transfer_mode] does not " "matter, but values related to the same argument must not be used more than " "once. [param transfer_channel] always has to be the 4th argument (you must " "specify 3 preceding arguments).\n" "[codeblock]\n" "@rpc\n" "func fn(): pass\n" "\n" "@rpc(\"any_peer\", \"unreliable_ordered\")\n" "func fn_update_pos(): pass\n" "\n" "@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalent to " "@rpc\n" "func fn_default(): pass\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Make a script with static variables to not persist after all references are " "lost. If the script is loaded again the static variables will revert to " "their default values.\n" "[b]Note:[/b] As annotations describe their subject, the [annotation " "@static_unload] annotation must be placed before the class definition and " "inheritance.\n" "[b]Warning:[/b] Currently, due to a bug, scripts are never freed, even if " "[annotation @static_unload] annotation is used." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the current script as a tool script, allowing it to be loaded and " "executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]Running code in the editor[/url].\n" "[codeblock]\n" "@tool\n" "extends Node\n" "[/codeblock]\n" "[b]Note:[/b] As annotations describe their subject, the [annotation @tool] " "annotation must be placed before the class definition and inheritance." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " "warning system[/url].\n" "[codeblock]\n" "func test():\n" " print(\"hello\")\n" " return\n" " @warning_ignore(\"unreachable_code\")\n" " print(\"unreachable\")\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "Global scope constants and functions." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "A list of global scope enumerated constants and built-in functions. This is " "all that resides in the globals, constants regarding error codes, keycodes, " "property hints, etc.\n" "Singletons are also documented here, since they can be accessed from " "anywhere.\n" "For the entries related to GDScript which can be accessed in any script see " "[@GDScript]." msgstr "" #: doc/classes/@GlobalScope.xml doc/classes/RandomNumberGenerator.xml msgid "Random number generation" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the absolute value of a [Variant] parameter [param x] (i.e. non-" "negative value). Supported types: [int], [float], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "var a = abs(-1)\n" "# a is 1\n" "\n" "var b = abs(-1.2)\n" "# b is 1.2\n" "\n" "var c = abs(Vector2(-3.5, -4))\n" "# c is (3.5, 4)\n" "\n" "var d = abs(Vector2i(-5, -6))\n" "# d is (5, 6)\n" "\n" "var e = abs(Vector3(-7, 8.5, -3.8))\n" "# e is (7, 8.5, 3.8)\n" "\n" "var f = abs(Vector3i(-7, -8, -9))\n" "# f is (7, 8, 9)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method absf], [method absi], " "[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method " "Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the absolute value of float parameter [param x] (i.e. positive " "value).\n" "[codeblock]\n" "# a is 1.2\n" "var a = absf(-1.2)\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the absolute value of int parameter [param x] (i.e. positive " "value).\n" "[codeblock]\n" "# a is 1\n" "var a = absi(-1)\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the arc cosine of [param x] in radians. Use to get the angle of " "cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), in order to prevent [method acos] from " "returning [constant @GDScript.NAN].\n" "[codeblock]\n" "# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" "var c = acos(0.866025)\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic arc (also called inverse) cosine of [param x], " "returning a value in radians. Use it to get the angle from an angle's cosine " "in hyperbolic space if [param x] is larger or equal to 1. For values of " "[param x] lower than 1, it will return 0, in order to prevent [method acosh] " "from returning [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = acosh(2) # Returns 1.31695789692482\n" "cosh(a) # Returns 2\n" "\n" "var b = acosh(-1) # Returns 0\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the difference between the two angles, in the range of [code][-PI, " "+PI][/code]. When [param from] and [param to] are opposite, returns [code]-" "PI[/code] if [param from] is smaller than [param to], or [code]PI[/code] " "otherwise." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the arc sine of [param x] in radians. Use to get the angle of sine " "[param x]. [param x] will be clamped between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), in order to prevent [method asin] from " "returning [constant @GDScript.NAN].\n" "[codeblock]\n" "# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" "var s = asin(0.5)\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic arc (also called inverse) sine of [param x], " "returning a value in radians. Use it to get the angle from an angle's sine " "in hyperbolic space.\n" "[codeblock]\n" "var a = asinh(0.9) # Returns 0.8088669356527824\n" "sinh(a) # Returns 0.9\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the arc tangent of [param x] in radians. Use it to get the angle " "from an angle's tangent in trigonometry.\n" "The method cannot know in which quadrant the angle should fall. See [method " "atan2] if you have both [code]y[/code] and [code skip-lint]x[/code].\n" "[codeblock]\n" "var a = atan(0.5) # a is 0.463648\n" "[/codeblock]\n" "If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] " "(inclusive), [code]atan(tan(x))[/code] is equal to [param x]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " "of tangent [code]y/x[/code]. To compute the value, the method takes into " "account the sign of both arguments in order to determine the quadrant.\n" "Important note: The Y coordinate comes first, by convention.\n" "[codeblock]\n" "var a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic arc (also called inverse) tangent of [param x], " "returning a value in radians. Use it to get the angle from an angle's " "tangent in hyperbolic space if [param x] is between -1 and 1 (non-" "inclusive).\n" "In mathematics, the inverse hyperbolic tangent is only defined for -1 < " "[param x] < 1 in the real set, so values equal or lower to -1 for [param x] " "return negative [constant @GDScript.INF] and values equal or higher than 1 " "return positive [constant @GDScript.INF] in order to prevent [method atanh] " "from returning [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = atanh(0.9) # Returns 1.47221948958322\n" "tanh(a) # Returns 0.9\n" "\n" "var b = atanh(-2) # Returns -inf\n" "tanh(b) # Returns -1\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the derivative at the given [param t] on a one-dimensional " "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] " "defined by the given [param control_1], [param control_2], and [param end] " "points." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the point at the given [param t] on a one-dimensional [url=https://" "en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the " "given [param control_1], [param control_2], and [param end] points." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Decodes a byte array back to a [Variant] value, without decoding objects.\n" "[b]Note:[/b] If you need object deserialization, see [method " "bytes_to_var_with_objects]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Decodes a byte array back to a [Variant] value. Decoding objects is " "allowed.\n" "[b]Warning:[/b] Deserialized object can contain code which gets executed. Do " "not use this option if the serialized object comes from untrusted sources to " "avoid potential security threats (remote code execution)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x]. Supported types: [int], " "[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var i = ceil(1.45) # i is 2.0\n" "i = ceil(1.001) # i is 2.0\n" "[/codeblock]\n" "See also [method floor], [method round], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], " "[method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" "A type-safe version of [method ceil], returning a [float]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" "A type-safe version of [method ceil], returning an [int]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Clamps the [param value], returning a [Variant] not less than [param min] " "and not more than [param max]. Any values that can be compared with the less " "than and greater than operators will work.\n" "[codeblock]\n" "var a = clamp(-10, -1, 5)\n" "# a is -1\n" "\n" "var b = clamp(8.1, 0.9, 5.5)\n" "# b is 5.5\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " "[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " "[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " "[method Color.clamp] (not currently supported by this method).\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise clamping, and will pick [param min] if [code]value < min[/code] or " "[param max] if [code]value > max[/code]. To perform component-wise clamping " "use the methods listed above." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" "[codeblock]\n" "var speed = 42.1\n" "var a = clampf(speed, 1.0, 20.5) # a is 20.5\n" "\n" "speed = -10.0\n" "var b = clampf(speed, -1.0, 1.0) # b is -1.0\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Clamps the [param value], returning an [int] not less than [param min] and " "not more than [param max].\n" "[codeblock]\n" "var speed = 42\n" "var a = clampi(speed, 1, 20) # a is 20\n" "\n" "speed = -10\n" "var b = clampi(speed, -1, 1) # b is -1\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the cosine of angle [param angle_rad] in radians.\n" "[codeblock]\n" "cos(PI * 2) # Returns 1.0\n" "cos(PI) # Returns -1.0\n" "cos(deg_to_rad(90)) # Returns 0.0\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic cosine of [param x] in radians.\n" "[codeblock]\n" "print(cosh(1)) # Prints 1.543081\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Cubic interpolates between two values by the factor defined in [param " "weight] with [param pre] and [param post] values." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Cubic interpolates between two rotation values with shortest path by the " "factor defined in [param weight] with [param pre] and [param post] values. " "See also [method lerp_angle]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Cubic interpolates between two rotation values with shortest path by the " "factor defined in [param weight] with [param pre] and [param post] values. " "See also [method lerp_angle].\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Cubic interpolates between two values by the factor defined in [param " "weight] with [param pre] and [param post] values.\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Converts from decibels to linear energy (audio)." msgstr "Converte da decibel a energia lineare (audio)." #: doc/classes/@GlobalScope.xml msgid "" "Converts an angle expressed in degrees to radians.\n" "[codeblock]\n" "var r = deg_to_rad(180) # r is 3.141593\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns an \"eased\" value of [param x] based on an easing function defined " "with [param curve]. This easing function is based on an exponent. The [param " "curve] can be any floating-point number, with specific values leading to the " "following behaviors:\n" "[codeblock]\n" "- Lower than -1.0 (exclusive): Ease in-out\n" "- 1.0: Linear\n" "- Between -1.0 and 0.0 (exclusive): Ease out-in\n" "- 0.0: Constant\n" "- Between 0.0 to 1.0 (exclusive): Ease out\n" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [method Tween.interpolate_value]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a human-readable name for the given [enum Error] code.\n" "[codeblock]\n" "print(OK) # Prints 0\n" "print(error_string(OK)) # Prints OK\n" "print(error_string(ERR_BUSY)) # Prints Busy\n" "print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The natural exponential function. It raises the mathematical constant [i]e[/" "i] to the power of [param x] and returns it.\n" "[i]e[/i] has an approximate value of 2.71828, and can be obtained with " "[code]exp(1)[/code].\n" "For exponents to other bases use the method [method pow].\n" "[codeblock]\n" "var a = exp(2) # Approximately 7.39\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x]. Supported types: [int], " "[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var a = floor(2.99) # a is 2.0\n" "a = floor(-2.99) # a is -3.0\n" "[/codeblock]\n" "See also [method ceil], [method round], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method floorf], [method floori], " "[method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" "A type-safe version of [method floor], returning a [float]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" "A type-safe version of [method floor], returning an [int].\n" "[b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], " "which rounds towards 0." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the floating-point remainder of [param x] divided by [param y], " "keeping the sign of [param x].\n" "[codeblock]\n" "var remainder = fmod(7, 5.5) # remainder is 1.5\n" "[/codeblock]\n" "For the integer remainder operation, use the [code]%[/code] operator." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the floating-point modulus of [param x] divided by [param y], " "wrapping equally in positive and negative.\n" "[codeblock]\n" "print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" "for i in 7:\n" " var x = i * 0.5 - 1.5\n" " print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " "1.5)])\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" " (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" "-1.5 -0.0 | 0.0\n" "-1.0 -1.0 | 0.5\n" "-0.5 -0.5 | 1.0\n" " 0.0 0.0 | 0.0\n" " 0.5 0.5 | 0.5\n" " 1.0 1.0 | 1.0\n" " 1.5 0.0 | 0.0\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the integer hash of the passed [param variable].\n" "[codeblocks]\n" "[gdscript]\n" "print(hash(\"a\")) # Prints 177670\n" "[/gdscript]\n" "[csharp]\n" "GD.Print(GD.Hash(\"a\")); // Prints 177670\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the [Object] that corresponds to [param instance_id]. All Objects " "have a unique instance ID. See also [method Object.get_instance_id].\n" "[codeblocks]\n" "[gdscript]\n" "var foo = \"bar\"\n" "\n" "func _ready():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" " print(inst.foo) # Prints bar\n" "[/gdscript]\n" "[csharp]\n" "public partial class MyNode : Node\n" "{\n" " public string Foo { get; set; } = \"bar\";\n" "\n" " public override void _Ready()\n" " {\n" " ulong id = GetInstanceId();\n" " var inst = (MyNode)InstanceFromId(Id);\n" " GD.Print(inst.Foo); // Prints bar\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [param from] and [param to], and the interpolated value " "specified in [param weight]. The returned value will be between [code]0.0[/" "code] and [code]1.0[/code] if [param weight] is between [param from] and " "[param to] (inclusive). If [param weight] is located outside this range, " "then an extrapolation factor will be returned (return value lower than " "[code]0.0[/code] or greater than [code]1.0[/code]). Use [method clamp] on " "the result of [method inverse_lerp] if this is not desired.\n" "[codeblock]\n" "# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# middle is now 27.5.\n" "\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# ratio is now 0.75.\n" "[/codeblock]\n" "See also [method lerp], which performs the reverse of this operation, and " "[method remap] to map a continuous series of values to another." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if [param a] and [param b] are approximately equal " "to each other.\n" "Here, \"approximately equal\" means that [param a] and [param b] are within " "a small internal epsilon of each other, which scales with the magnitude of " "the numbers.\n" "Infinity values of the same sign are considered equal." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns whether [param x] is a finite value, i.e. it is not [constant " "@GDScript.NAN], positive infinity, or negative infinity." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if [param x] is either positive infinity or " "negative infinity." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if the Object that corresponds to [param id] is a " "valid object (e.g. has not been deleted from memory). All Objects have a " "unique instance ID." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if [param instance] is a valid Object (e.g. has " "not been deleted from memory)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or " "invalid) value." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code], for value types, if [param a] and [param b] share " "the same value. Returns [code]true[/code], for reference types, if the " "references of [param a] and [param b] are the same.\n" "[codeblock]\n" "# Vector2 is a value type\n" "var vec2_a = Vector2(0, 0)\n" "var vec2_b = Vector2(0, 0)\n" "var vec2_c = Vector2(1, 1)\n" "is_same(vec2_a, vec2_a) # true\n" "is_same(vec2_a, vec2_b) # true\n" "is_same(vec2_a, vec2_c) # false\n" "\n" "# Array is a reference type\n" "var arr_a = []\n" "var arr_b = []\n" "is_same(arr_a, arr_a) # true\n" "is_same(arr_a, arr_b) # false\n" "[/codeblock]\n" "These are [Variant] value types: [code]null[/code], [bool], [int], [float], " "[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], " "[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], " "[RID], [Callable] and [Signal].\n" "These are [Variant] reference types: [Object], [Dictionary], [Array], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], " "[PackedVector2Array], [PackedVector3Array] and [PackedColorArray]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if [param x] is zero or almost zero. The " "comparison is done using a tolerance calculation with a small internal " "epsilon.\n" "This function is faster than using [method is_equal_approx] with one value " "as zero." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Linearly interpolates between two values by the factor defined in [param " "weight]. To perform interpolation, [param weight] should be between " "[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside " "this range are allowed and can be used to perform [i]extrapolation[/i]. If " "this is not desired, use [method clamp] on the result of this function.\n" "Both [param from] and [param to] must be the same type. Supported types: " "[int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], " "[Basis].\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]. See also [method remap] to map a continuous " "series of values to another.\n" "[b]Note:[/b] For better type safety, use [method lerpf], [method Vector2." "lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], " "[method Quaternion.slerp] or [method Basis.slerp]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Linearly interpolates between two angles (in radians) by a [param weight] " "value between 0.0 and 1.0.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " "around [constant @GDScript.TAU]. To perform eased interpolation with [method " "lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" " var min_angle = deg_to_rad(0.0)\n" " var max_angle = deg_to_rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" "[/codeblock]\n" "[b]Note:[/b] This function lerps through the shortest path between [param " "from] and [param to]. However, when these two angles are approximately " "[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not " "obvious which way they lerp due to floating-point precision errors. For " "example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " "while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Linearly interpolates between two values by the factor defined in [param " "weight]. To perform interpolation, [param weight] should be between " "[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside " "this range are allowed and can be used to perform [i]extrapolation[/i]. If " "this is not desired, use [method clampf] on the result of this function.\n" "[codeblock]\n" "lerpf(0, 4, 0.75) # Returns 3.0\n" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Converts from linear energy to decibels (audio). This can be used to " "implement volume sliders that behave as expected (since volume isn't " "linear).\n" "[b]Example:[/b]\n" "[codeblock]\n" "# \"Slider\" refers to a node that inherits Range such as HSlider or " "VSlider.\n" "# Its range must be configured to go from 0 to 1.\n" "# Change the bus name if you'd like to change the volume of a specific bus " "only.\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear_to_db($Slider.value))\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Natural_logarithm]natural " "logarithm[/url] of [param x] (base [url=https://en.wikipedia.org/wiki/" "E_(mathematical_constant)][i]e[/i][/url], with [i]e[/i] being approximately " "2.71828). This is the amount of time needed to reach a certain level of " "continuous growth.\n" "[b]Note:[/b] This is not the same as the \"log\" function on most " "calculators, which uses a base 10 logarithm. To use base 10 logarithm, use " "[code]log(x) / log(10)[/code].\n" "[codeblock]\n" "log(10) # Returns 2.302585\n" "[/codeblock]\n" "[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], " "while negative values return [code]-nan[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the maximum of the given numeric values. This function can take any " "number of arguments.\n" "[codeblock]\n" "max(1, 7, 3, -6, 5) # Returns 7\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the maximum of two [float] values.\n" "[codeblock]\n" "maxf(3.6, 24) # Returns 24.0\n" "maxf(-3.99, -4) # Returns -3.99\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the maximum of two [int] values.\n" "[codeblock]\n" "maxi(1, 2) # Returns 2\n" "maxi(-3, -4) # Returns -3\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the minimum of the given numeric values. This function can take any " "number of arguments.\n" "[codeblock]\n" "min(1, 7, 3, -6, 5) # Returns -6\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the minimum of two [float] values.\n" "[codeblock]\n" "minf(3.6, 24) # Returns 3.6\n" "minf(-3.99, -4) # Returns -4.0\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the minimum of two [int] values.\n" "[codeblock]\n" "mini(1, 2) # Returns 1\n" "mini(-3, -4) # Returns -4\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Moves [param from] toward [param to] by the [param delta] amount. Will not " "go past [param to].\n" "Use a negative [param delta] value to move away.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Returns 9\n" "move_toward(10, 5, 4) # Returns 6\n" "move_toward(5, 10, 9) # Returns 10\n" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the smallest integer power of 2 that is greater than or equal to " "[param value].\n" "[codeblock]\n" "nearest_po2(3) # Returns 4\n" "nearest_po2(4) # Returns 4\n" "nearest_po2(5) # Returns 8\n" "\n" "nearest_po2(0) # Returns 0 (this may not be expected)\n" "nearest_po2(-1) # Returns 0 (this may not be expected)\n" "[/codeblock]\n" "[b]Warning:[/b] Due to its implementation, this method returns [code]0[/" "code] rather than [code]1[/code] for values less than or equal to [code]0[/" "code], with an exception for [param value] being the smallest negative 64-" "bit integer ([code]-9223372036854775808[/code]) in which case the [param " "value] is returned unchanged." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Wraps [param value] between [code]0[/code] and the [param length]. If the " "limit is reached, the next value the function returns is decreased to the " "[code]0[/code] side or increased to the [param length] side (like a triangle " "wave). If [param length] is less than zero, it becomes positive.\n" "[codeblock]\n" "pingpong(-3.0, 3.0) # Returns 3.0\n" "pingpong(-2.0, 3.0) # Returns 2.0\n" "pingpong(-1.0, 3.0) # Returns 1.0\n" "pingpong(0.0, 3.0) # Returns 0.0\n" "pingpong(1.0, 3.0) # Returns 1.0\n" "pingpong(2.0, 3.0) # Returns 2.0\n" "pingpong(3.0, 3.0) # Returns 3.0\n" "pingpong(4.0, 3.0) # Returns 2.0\n" "pingpong(5.0, 3.0) # Returns 1.0\n" "pingpong(6.0, 3.0) # Returns 0.0\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the integer modulus of [param x] divided by [param y] that wraps " "equally in positive and negative.\n" "[codeblock]\n" "print(\"#(i) (i % 3) (posmod(i, 3))\")\n" "for i in range(-3, 4):\n" " print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" "(i) (i % 3) (posmod(i, 3))\n" "-3 0 | 0\n" "-2 -2 | 1\n" "-1 -1 | 2\n" " 0 0 | 0\n" " 1 1 | 1\n" " 2 2 | 2\n" " 3 0 | 0\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the result of [param base] raised to the power of [param exp].\n" "In GDScript, this is the equivalent of the [code]**[/code] operator.\n" "[codeblock]\n" "pow(2, 5) # Returns 32.0\n" "pow(4, 1.5) # Returns 8.0\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Converts one or more arguments of any type to string in the best way " "possible and prints them to the console.\n" "[codeblocks]\n" "[gdscript]\n" "var a = [1, 2, 3]\n" "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var a = new Godot.Collections.Array { 1, 2, 3 };\n" "GD.Print(\"a\", \"b\", a); // Prints ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print] or [method " "print_rich]. This distinguishes them from print messages used for debugging " "purposes, while also displaying a stack trace when an error or warning is " "printed." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Converts one or more arguments of any type to string in the best way " "possible and prints them to the console.\n" "The following BBCode tags are supported: [code]b[/code], [code]i[/code], " "[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " "[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" "code], [code]bgcolor[/code], [code]fgcolor[/code].\n" "Color tags only support the following named colors: [code]black[/code], " "[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/" "code], [code]magenta[/code], [code]pink[/code], [code]purple[/code], " "[code]cyan[/code], [code]white[/code], [code]orange[/code], [code]gray[/" "code]. Hexadecimal color codes are not supported.\n" "URL tags only support URLs wrapped by a URL tag, not URLs with a different " "title.\n" "When printing to standard output, the supported subset of BBCode is " "converted to ANSI escape codes for the terminal emulator to display. Support " "for ANSI escape codes varies across terminal emulators, especially for " "italic and strikethrough. In standard output, [code]code[/code] is " "represented with faint text but without any font change. Unsupported tags " "are left as-is in standard output.\n" "[codeblocks]\n" "[gdscript skip-lint]\n" "print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out " "\"Hello world!\" in green with a bold font\n" "[/gdscript]\n" "[csharp skip-lint]\n" "GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints out " "\"Hello world!\" in green with a bold font\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print] or [method " "print_rich]. This distinguishes them from print messages used for debugging " "purposes, while also displaying a stack trace when an error or warning is " "printed.\n" "[b]Note:[/b] On Windows, only Windows 10 and later correctly displays ANSI " "escape codes in standard output." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "If verbose mode is enabled ([method OS.is_stdout_verbose] returning " "[code]true[/code]), converts one or more arguments of any type to string in " "the best way possible and prints them to the console." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Prints one or more arguments to strings in the best way possible to standard " "error line.\n" "[codeblocks]\n" "[gdscript]\n" "printerr(\"prints to stderr\")\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintErr(\"prints to stderr\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Prints one or more arguments to strings in the best way possible to the OS " "terminal. Unlike [method print], no newline is automatically added at the " "end.\n" "[codeblocks]\n" "[gdscript]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "printraw(\"C\")\n" "# Prints ABC to terminal\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintRaw(\"A\");\n" "GD.PrintRaw(\"B\");\n" "GD.PrintRaw(\"C\");\n" "// Prints ABC to terminal\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Prints one or more arguments to the console with a space between each " "argument.\n" "[codeblocks]\n" "[gdscript]\n" "prints(\"A\", \"B\", \"C\") # Prints A B C\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintS(\"A\", \"B\", \"C\"); // Prints A B C\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Prints one or more arguments to the console with a tab between each " "argument.\n" "[codeblocks]\n" "[gdscript]\n" "printt(\"A\", \"B\", \"C\") # Prints A B C\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintT(\"A\", \"B\", \"C\"); // Prints A B C\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Pushes an error message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " "as error call\n" "[/gdscript]\n" "[csharp]\n" "GD.PushError(\"test error\"); // Prints \"test error\" to debugger and " "terminal as error call\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] This function does not pause project execution. To print an " "error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Pushes a warning message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_warning(\"test warning\") # Prints \"test warning\" to debugger and " "terminal as warning call\n" "[/gdscript]\n" "[csharp]\n" "GD.PushWarning(\"test warning\"); // Prints \"test warning\" to debugger and " "terminal as warning call\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" "rad_to_deg(0.523599) # Returns 30\n" "rad_to_deg(PI) # Returns 180\n" "rad_to_deg(PI * 2) # Returns 360\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], " "where its first element is the randomized [int] value, and the second " "element is the same as [param seed]. Passing the same [param seed] " "consistently returns the same array.\n" "[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random " "number generator, currently implemented as a 64 bit integer.\n" "[codeblock]\n" "var a = rand_from_seed(4)\n" "\n" "print(a[0])\t# Prints 2879024997\n" "print(a[1])\t# Prints 4\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a random floating point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" "randf() # Returns e.g. 0.375671\n" "[/gdscript]\n" "[csharp]\n" "GD.Randf(); // Returns e.g. 0.375671\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a random floating point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" "randf_range(0, 20.5) # Returns e.g. 7.45315\n" "randf_range(-10, 10) # Returns e.g. -3.844535\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315\n" "GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a normally-distributed pseudo-random floating point value using Box-" "Muller transform with the specified [param mean] and a standard [param " "deviation]. This is also called Gaussian distribution." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " "2^32).\n" "[codeblocks]\n" "[gdscript]\n" "randi() # Returns random integer between 0 and 2^32 - 1\n" "randi() % 20 # Returns random integer between 0 and 19\n" "randi() % 100 # Returns random integer between 0 and 99\n" "randi() % 100 + 1 # Returns random integer between 1 and 100\n" "[/gdscript]\n" "[csharp]\n" "GD.Randi(); // Returns random integer between 0 and 2^32 - 1\n" "GD.Randi() % 20; // Returns random integer between 0 and 19\n" "GD.Randi() % 100; // Returns random integer between 0 and 99\n" "GD.Randi() % 100 + 1; // Returns random integer between 1 and 100\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a random signed 32-bit integer between [param from] and [param to] " "(inclusive). If [param to] is lesser than [param from], they are swapped.\n" "[codeblocks]\n" "[gdscript]\n" "randi_range(0, 1) # Returns either 0 or 1\n" "randi_range(-10, 1000) # Returns random integer between -10 and 1000\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0, 1); // Returns either 0 or 1\n" "GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Randomizes the seed (or the internal state) of the random number generator. " "The current implementation uses a number based on the device's time.\n" "[b]Note:[/b] This function is called automatically when the project is run. " "If you need to fix the seed to have consistent, reproducible results, use " "[method seed] to initialize the random number generator." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Maps a [param value] from range [code][istart, istop][/code] to [code]" "[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If " "[param value] is outside [code][istart, istop][/code], then the resulting " "value will also be outside [code][ostart, ostop][/code]. If this is not " "desired, use [method clamp] on the result of this function.\n" "[codeblock]\n" "remap(75, 0, 100, -1, 1) # Returns 0.5\n" "[/codeblock]\n" "For complex use cases where multiple ranges are needed, consider using " "[Curve] or [Gradient] instead." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Allocates a unique ID which can be used by the implementation to construct a " "RID. This is used mainly from native extensions to implement servers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Creates a RID from a [param base]. This is used mainly from native " "extensions to build servers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rotates [param from] toward [param to] by the [param delta] amount. Will not " "go past [param to].\n" "Similar to [method move_toward], but interpolates correctly when the angles " "wrap around [constant @GDScript.TAU].\n" "If [param delta] is negative, this function will rotate away from [param " "to], toward the opposite angle, and will not go past the opposite angle." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded " "away from 0. Supported types: [int], [float], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "round(2.4) # Returns 2\n" "round(2.5) # Returns 3\n" "round(2.6) # Returns 3\n" "[/codeblock]\n" "See also [method floor], [method ceil], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method roundf], [method roundi], " "[method Vector2.round], [method Vector3.round], or [method Vector4.round]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded " "away from 0.\n" "A type-safe version of [method round], returning a [float]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded " "away from 0.\n" "A type-safe version of [method round], returning an [int]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Sets the seed for the random number generator to [param base]. Setting the " "seed manually can ensure consistent, repeatable results for most random " "functions.\n" "[codeblocks]\n" "[gdscript]\n" "var my_seed = \"Godot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" "var b = randf() + randi()\n" "# a and b are now identical\n" "[/gdscript]\n" "[csharp]\n" "ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" "var b = GD.Randf() + GD.Randi();\n" "// a and b are now identical\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the same type of [Variant] as [param x], with [code]-1[/code] for " "negative values, [code]1[/code] for positive values, and [code]0[/code] for " "zeros. For [code]nan[/code] values it returns 0.\n" "Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], " "[Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "sign(-6.0) # Returns -1\n" "sign(0.0) # Returns 0\n" "sign(6.0) # Returns 1\n" "sign(NAN) # Returns 0\n" "\n" "sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method signf], [method signi], " "[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], " "[method Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if " "[param x] is positive, and [code]0.0[/code] if [param x] is zero. For " "[code]nan[/code] values of [param x] it returns 0.0.\n" "[codeblock]\n" "signf(-6.5) # Returns -1.0\n" "signf(0.0) # Returns 0.0\n" "signf(6.5) # Returns 1.0\n" "signf(NAN) # Returns 0.0\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param " "x] is positive, and [code]0[/code] if if [param x] is zero.\n" "[codeblock]\n" "signi(-6) # Returns -1\n" "signi(0) # Returns 0\n" "signi(6) # Returns 1\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the sine of angle [param angle_rad] in radians.\n" "[codeblock]\n" "sin(0.523599) # Returns 0.5\n" "sin(deg_to_rad(90)) # Returns 1.0\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic sine of [param x].\n" "[codeblock]\n" "var a = log(2.0) # Returns 0.693147\n" "sinh(a) # Returns 0.75\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the result of smoothly interpolating the value of [param x] between " "[code]0[/code] and [code]1[/code], based on the where [param x] lies with " "respect to the edges [param from] and [param to].\n" "The return value is [code]0[/code] if [code]x <= from[/code], and [code]1[/" "code] if [code]x >= to[/code]. If [param x] lies between [param from] and " "[param to], the returned value follows an S-shaped curve that maps [param x] " "between [code]0[/code] and [code]1[/code].\n" "This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = " "3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Returns 0.0\n" "smoothstep(0, 2, 0.5) # Returns 0.15625\n" "smoothstep(0, 2, 1.0) # Returns 0.5\n" "smoothstep(0, 2, 2.0) # Returns 1.0\n" "[/codeblock]\n" "Compared to [method ease] with a curve value of [code]-1.6521[/code], " "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " "can also be used to round a floating point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i].\n" "[codeblock]\n" "snapped(100, 32) # Returns 96\n" "snapped(3.14159, 0.01) # Returns 3.14\n" "\n" "snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n" "[/codeblock]\n" "See also [method ceil], [method floor], and [method round].\n" "[b]Note:[/b] For better type safety, use [method snappedf], [method " "snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method " "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " "can also be used to round a floating point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" "snappedf(32.0, 2.5) # Returns 32.5\n" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x].\n" "A type-safe version of [method snapped], returning an [int].\n" "[codeblock]\n" "snappedi(53, 16) # Returns 48\n" "snappedi(4096, 100) # Returns 4100\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the square root of [param x], where [param x] is a non-negative " "number.\n" "[codeblock]\n" "sqrt(9) # Returns 3\n" "sqrt(10.24) # Returns 3.2\n" "sqrt(-1) # Returns NaN\n" "[/codeblock]\n" "[b]Note:[/b] Negative values of [param x] return NaN (\"Not a Number\"). in " "C#, if you need negative inputs, use [code]System.Numerics.Complex[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the position of the first non-zero digit, after the decimal point. " "Note that the maximum return value is 10, which is a design decision in the " "implementation.\n" "[codeblock]\n" "var n = step_decimals(5) # n is 0\n" "n = step_decimals(1.0005) # n is 4\n" "n = step_decimals(0.000000005) # n is 9\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Converts one or more arguments of any [Variant] type to a [String] in the " "best way possible.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a)\n" "print(len(a)) # Prints 3 (the number of elements in the array).\n" "print(len(b)) # Prints 12 (the length of the string \"[10, 20, 30]\").\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Converts a formatted [param string] that was returned by [method var_to_str] " "to the original [Variant].\n" "[codeblocks]\n" "[gdscript]\n" "var data = '{ \"a\": 1, \"b\": 2 }' # data is a String\n" "var dict = str_to_var(data) # dict is a Dictionary\n" "print(dict[\"a\"]) # Prints 1\n" "[/gdscript]\n" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " "string\n" "var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" "GD.Print(dict[\"a\"]); // Prints 1\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the tangent of angle [param angle_rad] in radians.\n" "[codeblock]\n" "tan(deg_to_rad(45)) # Returns 1\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic tangent of [param x].\n" "[codeblock]\n" "var a = log(2.0) # Returns 0.693147\n" "tanh(a) # Returns 0.6\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Converts the given [param variant] to the given [param type], using the " "[enum Variant.Type] values. This method is generous with how it handles " "types, it can automatically convert between array types, convert numeric " "[String]s to [int], and converting most things to [String].\n" "If the type conversion cannot be done, this method will return the default " "value for that type, for example converting [Rect2] to [Vector2] will always " "return [constant Vector2.ZERO]. This method will never show error messages " "as long as [param type] is a valid Variant type.\n" "The returned value is a [Variant], but the data inside and the [enum Variant." "Type] will be the same as the requested type.\n" "[codeblock]\n" "type_convert(\"Hi!\", TYPE_INT) # Returns 0\n" "type_convert(\"123\", TYPE_INT) # Returns 123\n" "type_convert(123.4, TYPE_INT) # Returns 123\n" "type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n" "type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a human-readable name of the given [param type], using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "print(TYPE_INT) # Prints 2.\n" "print(type_string(TYPE_INT)) # Prints \"int\".\n" "print(type_string(TYPE_STRING)) # Prints \"String\".\n" "[/codeblock]\n" "See also [method typeof]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the internal type of the given [param variable], using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "var json = JSON.new()\n" "json.parse('[\"a\", \"b\", \"c\"]')\n" "var result = json.get_data()\n" "if typeof(result) == TYPE_ARRAY:\n" " print(result[0]) # Prints a\n" "else:\n" " print(\"Unexpected result\")\n" "[/codeblock]\n" "See also [method type_string]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Encodes a [Variant] value to a byte array, without encoding objects. " "Deserialization can be done with [method bytes_to_var].\n" "[b]Note:[/b] If you need object serialization, see [method " "var_to_bytes_with_objects].\n" "[b]Note:[/b] Encoding [Callable] is not supported and will result in an " "empty value, regardless of the data." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Encodes a [Variant] value to a byte array. Encoding objects is allowed (and " "can potentially include executable code). Deserialization can be done with " "[method bytes_to_var_with_objects].\n" "[b]Note:[/b] Encoding [Callable] is not supported and will result in an " "empty value, regardless of the data." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Converts a [Variant] [param variable] to a formatted [String] that can then " "be parsed using [method str_to_var].\n" "[codeblocks]\n" "[gdscript]\n" "var a = { \"a\": 1, \"b\": 2 }\n" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" "var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" "Prints:\n" "[codeblock]\n" "{\n" " \"a\": 1,\n" " \"b\": 2\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will " "result in an empty value for these types, regardless of their data." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns a [WeakRef] instance holding a weak reference to [param obj]. " "Returns an empty [WeakRef] instance if [param obj] is [code]null[/code]. " "Prints an error and returns [code]null[/code] if [param obj] is neither " "[Object]-derived nor [code]null[/code].\n" "A weak reference to an object is not enough to keep the object alive: when " "the only remaining references to a referent are weak references, garbage " "collection is free to destroy the referent and reuse its memory for " "something else. However, until the object is actually destroyed the weak " "reference may return the object even if there are no strong references to it." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Wraps the [Variant] [param value] between [param min] and [param max]. Can " "be used for creating loop-alike behavior or infinite surfaces.\n" "Variant types [int] and [float] are supported. If any of the arguments is " "[float] this function returns a [float], otherwise it returns an [int].\n" "[codeblock]\n" "var a = wrap(4, 5, 10)\n" "# a is 9 (int)\n" "\n" "var a = wrap(7, 5, 10)\n" "# a is 7 (int)\n" "\n" "var a = wrap(10.5, 5, 10)\n" "# a is 5.5 (float)\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Wraps the float [param value] between [param min] and [param max]. Can be " "used for creating loop-alike behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5.0 and 9.9\n" "value = wrapf(value + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Note:[/b] If [param min] is [code]0[/code], this is equivalent to [method " "fposmod], so prefer using that instead.\n" "[method wrapf] is more flexible than using the [method fposmod] approach by " "giving the user control over the minimum value." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Wraps the integer [param value] between [param min] and [param max]. Can be " "used for creating loop-alike behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5 and 9\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# result is -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]" msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [AudioServer] singleton." msgstr "Il singleton [AudioServer]." #: doc/classes/@GlobalScope.xml msgid "The [CameraServer] singleton." msgstr "Il singleton [CameraServer]." #: doc/classes/@GlobalScope.xml msgid "The [ClassDB] singleton." msgstr "Il singleton [ClassDB]." #: doc/classes/@GlobalScope.xml msgid "The [DisplayServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The [EditorInterface] singleton.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [Engine] singleton." msgstr "Il singleton [Engine]." #: doc/classes/@GlobalScope.xml msgid "The [EngineDebugger] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [GDExtensionManager] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [Geometry2D] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [Geometry3D] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [GodotSharp] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [IP] singleton." msgstr "Il singleton [IP]." #: doc/classes/@GlobalScope.xml msgid "The [Input] singleton." msgstr "Il singleton [Input]." #: doc/classes/@GlobalScope.xml msgid "The [InputMap] singleton." msgstr "Il singleton [InputMap]." #: doc/classes/@GlobalScope.xml msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" "Il singleton [JavaClassWrapper].\n" "[b]Note:[/b] Disponibile solo per Android." #: doc/classes/@GlobalScope.xml msgid "" "The [JavaScriptBridge] singleton.\n" "[b]Note:[/b] Only implemented on the Web platform." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [Marshalls] singleton." msgstr "Il singleton [Marshalls]." #: doc/classes/@GlobalScope.xml msgid "The [NavigationMeshGenerator] singleton." msgstr "Il singleton [NavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml msgid "The [NavigationServer2D] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [NavigationServer3D] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "Il singleton [OS]." #: doc/classes/@GlobalScope.xml msgid "The [Performance] singleton." msgstr "Il singleton [Performance]." #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer2D] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer2DManager] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer3D] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer3DManager] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [ProjectSettings] singleton." msgstr "Il singleton [ProjectSettings]." #: doc/classes/@GlobalScope.xml msgid "The [RenderingServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [ResourceLoader] singleton." msgstr "Il singleton [ResourceLoader]." #: doc/classes/@GlobalScope.xml msgid "The [ResourceSaver] singleton." msgstr "Il singleton [ResourceSaver]." #: doc/classes/@GlobalScope.xml msgid "The [ResourceUID] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [TextServerManager] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [ThemeDB] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The [Time] singleton." msgstr "Il singleton [Time]." #: doc/classes/@GlobalScope.xml msgid "The [TranslationServer] singleton." msgstr "Il singleton [TranslationServer]." #: doc/classes/@GlobalScope.xml msgid "The [WorkerThreadPool] singleton." msgstr "Il singleton [Marshalls]." #: doc/classes/@GlobalScope.xml msgid "The [XRServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Left side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Top side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Right side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Bottom side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Top-left corner." msgstr "Angolo superiore-sinistro." #: doc/classes/@GlobalScope.xml msgid "Top-right corner." msgstr "Angolo superiore-destro." #: doc/classes/@GlobalScope.xml msgid "Bottom-right corner." msgstr "Angolo inferiore-destro." #: doc/classes/@GlobalScope.xml msgid "Bottom-left corner." msgstr "Angolo inferiore-sinistro." #: doc/classes/@GlobalScope.xml msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "L'allineamento generale verticale, solitamente utilizzato per [Separator], " "[Scrollbar], [Slider], ecc." #: doc/classes/@GlobalScope.xml msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "L'allineamento orizzontale generale, solitamente utilizzato per [Separator], " "[Scrollbar], [Slider], etc." #: doc/classes/@GlobalScope.xml msgid "" "Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Counter-clockwise rotation. Used by some methods (e.g. [method Image." "rotate_90])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Horizontal left alignment, usually for text-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Horizontal center alignment, usually for text-derived classes." msgstr "" "Allineamento orizzontale al centro, solitamente usato per classi di testo." #: doc/classes/@GlobalScope.xml msgid "Horizontal right alignment, usually for text-derived classes." msgstr "" "Allineamento orizzontale a destra, solitamente usato per classi di testo." #: doc/classes/@GlobalScope.xml msgid "Expand row to fit width, usually for text-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Vertical top alignment, usually for text-derived classes." msgstr "Allineamento verticale in alto, solitamente usato per classi di testo." #: doc/classes/@GlobalScope.xml msgid "Vertical center alignment, usually for text-derived classes." msgstr "" "Allineamento verticale al centro, solitamente usato per classi di testo." #: doc/classes/@GlobalScope.xml msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "" "Allineamento verticale in basso, solitamente usato per classi di testo." #: doc/classes/@GlobalScope.xml msgid "Expand rows to fit height, usually for text-derived classes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the top of the inline object (e.g. image, table) to the position of " "the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the center of the inline object (e.g. image, table) to the position " "of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the baseline (user defined) of the inline object (e.g. image, table) " "to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] " "constant." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the bottom of the inline object (e.g. image, table) to the position " "of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Aligns inline object (e.g. image, table) to the bottom of the text." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns top of the inline object (e.g. image, table) to the top of the text. " "Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns center of the inline object (e.g. image, table) to the center of the " "text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | " "INLINE_ALIGNMENT_TO_CENTER[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Aligns bottom of the inline object (e.g. image, table) to the bottom of the " "text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | " "INLINE_ALIGNMENT_TO_BOTTOM[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants." msgstr "" #: doc/classes/@GlobalScope.xml msgid "A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in XYZ order. When composing, the " "order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, " "and X last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in XZY order. When composing, the " "order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, " "and X last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in YXZ order. When composing, the " "order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, " "and Y last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in YZX order. When composing, the " "order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, " "and Y last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in ZXY order. When composing, the " "order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, " "and Z last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in ZYX order. When composing, the " "order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, " "and Z last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Enum value which doesn't correspond to any key. This is used to initialize " "[enum Key] properties with a generic state." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Keycodes with this bit applied are non-printable." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Escape key." msgstr "Tasto ESC/Escape." #: doc/classes/@GlobalScope.xml msgid "Tab key." msgstr "Tasto TAB/Tabulazione." #: doc/classes/@GlobalScope.xml msgid "Shift + Tab key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Backspace key." msgstr "Tasto backspace." #: doc/classes/@GlobalScope.xml msgid "Return key (on the main keyboard)." msgstr "Tasto return/invio (sulla tastiera principale)." #: doc/classes/@GlobalScope.xml msgid "Enter key on the numeric keypad." msgstr "Tasto return/enter sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Insert key." msgstr "Tasto INS/inserisci." #: doc/classes/@GlobalScope.xml msgid "Delete key." msgstr "Tasto DEL/Canc." #: doc/classes/@GlobalScope.xml msgid "Pause key." msgstr "Tasto Pausa/Pause." #: doc/classes/@GlobalScope.xml msgid "Print Screen key." msgstr "Tasto Stamp/Print Screen." #: doc/classes/@GlobalScope.xml msgid "System Request key." msgstr "Tasto SysRq/System Request." #: doc/classes/@GlobalScope.xml msgid "Clear key." msgstr "Tasto Clear/Delete/Del." #: doc/classes/@GlobalScope.xml msgid "Home key." msgstr "Tasto Home/Inizio." #: doc/classes/@GlobalScope.xml msgid "End key." msgstr "Tasto End/Fine." #: doc/classes/@GlobalScope.xml msgid "Left arrow key." msgstr "Freccia cursore a sinistra." #: doc/classes/@GlobalScope.xml msgid "Up arrow key." msgstr "Freccia cursore alta." #: doc/classes/@GlobalScope.xml msgid "Right arrow key." msgstr "Freccia cursore destra." #: doc/classes/@GlobalScope.xml msgid "Down arrow key." msgstr "Freccia cursore in basso." #: doc/classes/@GlobalScope.xml msgid "Page Up key." msgstr "Tasto Page Up/Page ^." #: doc/classes/@GlobalScope.xml msgid "Page Down key." msgstr "Tasto Page Up/Page v." #: doc/classes/@GlobalScope.xml msgid "Shift key." msgstr "Tasto Shift/Maiuscola." #: doc/classes/@GlobalScope.xml msgid "Control key." msgstr "Tasto Control/CTRL." #: doc/classes/@GlobalScope.xml msgid "Meta key." msgstr "Tasto Meta/Command." #: doc/classes/@GlobalScope.xml msgid "Alt key." msgstr "Tasto Alt." #: doc/classes/@GlobalScope.xml msgid "Caps Lock key." msgstr "Tasto Caps Lock/Blocco maiuscole." #: doc/classes/@GlobalScope.xml msgid "Num Lock key." msgstr "Tasto Num Lock/Bloc num." #: doc/classes/@GlobalScope.xml msgid "Scroll Lock key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F1 key." msgstr "Tasto F1." #: doc/classes/@GlobalScope.xml msgid "F2 key." msgstr "Tasto F2." #: doc/classes/@GlobalScope.xml msgid "F3 key." msgstr "Tasto F3." #: doc/classes/@GlobalScope.xml msgid "F4 key." msgstr "Tasto F4." #: doc/classes/@GlobalScope.xml msgid "F5 key." msgstr "Tasto F5." #: doc/classes/@GlobalScope.xml msgid "F6 key." msgstr "Tasto F6." #: doc/classes/@GlobalScope.xml msgid "F7 key." msgstr "Tasto F7." #: doc/classes/@GlobalScope.xml msgid "F8 key." msgstr "Tasto F8." #: doc/classes/@GlobalScope.xml msgid "F9 key." msgstr "Tasto F9." #: doc/classes/@GlobalScope.xml msgid "F10 key." msgstr "Tasto F10." #: doc/classes/@GlobalScope.xml msgid "F11 key." msgstr "Tasto F11." #: doc/classes/@GlobalScope.xml msgid "F12 key." msgstr "Tasto F12." #: doc/classes/@GlobalScope.xml msgid "F13 key." msgstr "Tasto F13." #: doc/classes/@GlobalScope.xml msgid "F14 key." msgstr "Tasto F14." #: doc/classes/@GlobalScope.xml msgid "F15 key." msgstr "Tasto F15." #: doc/classes/@GlobalScope.xml msgid "F16 key." msgstr "Tasto F16." #: doc/classes/@GlobalScope.xml msgid "F17 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F18 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F19 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F20 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F21 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F22 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F23 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F24 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F25 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F26 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F27 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F28 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F29 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F30 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F31 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F32 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F33 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F34 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "F35 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Multiply (*) key on the numeric keypad." msgstr "Tasto */ Moltiplica sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Divide (/) key on the numeric keypad." msgstr "Tasto '/' / divisione sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Subtract (-) key on the numeric keypad." msgstr "Tasto - / Sottrazione sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Period (.) key on the numeric keypad." msgstr "Tasto . sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Add (+) key on the numeric keypad." msgstr "Tasto +/ Somma sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Number 0 on the numeric keypad." msgstr "Numero 0 sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Number 1 on the numeric keypad." msgstr "Numero 1 sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Number 2 on the numeric keypad." msgstr "Numero 2 sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Number 3 on the numeric keypad." msgstr "Numero 3 sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Number 4 on the numeric keypad." msgstr "Numero 4 sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Number 5 on the numeric keypad." msgstr "Numero 5 sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Number 6 on the numeric keypad." msgstr "Numero 6 sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Number 7 on the numeric keypad." msgstr "Numero 7 sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Number 8 on the numeric keypad." msgstr "Numero 8 sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Number 9 on the numeric keypad." msgstr "Numero 9 sul tastierino numerico." #: doc/classes/@GlobalScope.xml msgid "Context menu key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Hyper key. (On Linux/X11 only)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Help key." msgstr "Tasto help." #: doc/classes/@GlobalScope.xml msgid "" "Media back key. Not to be confused with the Back button on an Android device." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Media forward key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Media stop key." msgstr "Tasto Ferma Media." #: doc/classes/@GlobalScope.xml msgid "Media refresh key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Volume down key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Mute volume key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Volume up key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Media play key." msgstr "Tasto Riproduci Media." #: doc/classes/@GlobalScope.xml msgid "Previous song key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Next song key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Media record key." msgstr "Tasto di registrazione." #: doc/classes/@GlobalScope.xml msgid "Home page key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Favorites key." msgstr "Tasto Preferiti." #: doc/classes/@GlobalScope.xml msgid "Search key." msgstr "Tasto Ricerca." #: doc/classes/@GlobalScope.xml msgid "Standby key." msgstr "Tasto Modalità Riposo." #: doc/classes/@GlobalScope.xml msgid "Open URL / Launch Browser key." msgstr "Tasto Apri URL / Avvia Browser." #: doc/classes/@GlobalScope.xml msgid "Launch Mail key." msgstr "Tasto Avvia Mail." #: doc/classes/@GlobalScope.xml msgid "Launch Media key." msgstr "Tasto Avvia Media." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 0 key." msgstr "Tasto Avvia Shortcut 0." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 1 key." msgstr "Tasto Avvia Shortcut 1." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 2 key." msgstr "Tasto Avvia Shortcut 2." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 3 key." msgstr "Tasto Avvia Shortcut 3." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 4 key." msgstr "Tasto Avvia Shortcut 4." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 5 key." msgstr "Tasto Avvia Shortcut 5." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 6 key." msgstr "Tasto Avvia Shortcut 6." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 7 key." msgstr "Tasto Avvia Shortcut 7." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 8 key." msgstr "Tasto Avvia Shortcut 8." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 9 key." msgstr "Tasto Avvia Shortcut 9." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut A key." msgstr "Tasto Avvia Shortcut A." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut B key." msgstr "Tasto Avvia Shortcut B." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut C key." msgstr "Tasto Avvia Shortcut C." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut D key." msgstr "Tasto Avvia Shortcut D." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut E key." msgstr "Tasto Avvia Shortcut E." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut F key." msgstr "Tasto Avvia Shortcut F." #: doc/classes/@GlobalScope.xml msgid "\"Globe\" key on Mac / iPad keyboard." msgstr "" #: doc/classes/@GlobalScope.xml msgid "\"On-screen keyboard\" key on iPad keyboard." msgstr "" #: doc/classes/@GlobalScope.xml msgid "英数 key on Mac keyboard." msgstr "" #: doc/classes/@GlobalScope.xml msgid "かな key on Mac keyboard." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Unknown key." msgstr "Tasto Sconosciuto." #: doc/classes/@GlobalScope.xml msgid "Space key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "! key." msgstr "Tasto !." #: doc/classes/@GlobalScope.xml msgid "\" key." msgstr "Tasto \"." #: doc/classes/@GlobalScope.xml msgid "# key." msgstr "Tasto #." #: doc/classes/@GlobalScope.xml msgid "$ key." msgstr "Tasto $." #: doc/classes/@GlobalScope.xml msgid "% key." msgstr "Tasto %." #: doc/classes/@GlobalScope.xml msgid "& key." msgstr "Tasto &." #: doc/classes/@GlobalScope.xml msgid "' key." msgstr "Tasto '." #: doc/classes/@GlobalScope.xml msgid "( key." msgstr "Tasto (." #: doc/classes/@GlobalScope.xml msgid ") key." msgstr "Tasto )." #: doc/classes/@GlobalScope.xml msgid "* key." msgstr "Tasto *." #: doc/classes/@GlobalScope.xml msgid "+ key." msgstr "Tasto +." #: doc/classes/@GlobalScope.xml msgid ", key." msgstr "Tasto ,." #: doc/classes/@GlobalScope.xml msgid "- key." msgstr "Tasto -." #: doc/classes/@GlobalScope.xml msgid ". key." msgstr "Tasto \".\"." #: doc/classes/@GlobalScope.xml msgid "/ key." msgstr "Tasto /." #: doc/classes/@GlobalScope.xml msgid "Number 0 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 1 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 2 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 3 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 4 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 5 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 6 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 7 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 8 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Number 9 key." msgstr "" #: doc/classes/@GlobalScope.xml msgid ": key." msgstr "Tasto : ." #: doc/classes/@GlobalScope.xml msgid "; key." msgstr "Tasto ;." #: doc/classes/@GlobalScope.xml msgid "< key." msgstr "Tasto <." #: doc/classes/@GlobalScope.xml msgid "= key." msgstr "Tasto =." #: doc/classes/@GlobalScope.xml msgid "> key." msgstr "Tasto >." #: doc/classes/@GlobalScope.xml msgid "? key." msgstr "Tasto ?." #: doc/classes/@GlobalScope.xml msgid "@ key." msgstr "Tasto @." #: doc/classes/@GlobalScope.xml msgid "A key." msgstr "Tasto A." #: doc/classes/@GlobalScope.xml msgid "B key." msgstr "Tasto B." #: doc/classes/@GlobalScope.xml msgid "C key." msgstr "Tasto C." #: doc/classes/@GlobalScope.xml msgid "D key." msgstr "Tasto D." #: doc/classes/@GlobalScope.xml msgid "E key." msgstr "Tasto E." #: doc/classes/@GlobalScope.xml msgid "F key." msgstr "Tasto F." #: doc/classes/@GlobalScope.xml msgid "G key." msgstr "Tasto G." #: doc/classes/@GlobalScope.xml msgid "H key." msgstr "Tasto H." #: doc/classes/@GlobalScope.xml msgid "I key." msgstr "Tasto I." #: doc/classes/@GlobalScope.xml msgid "J key." msgstr "Tasto J." #: doc/classes/@GlobalScope.xml msgid "K key." msgstr "Tasto K." #: doc/classes/@GlobalScope.xml msgid "L key." msgstr "Tasto L." #: doc/classes/@GlobalScope.xml msgid "M key." msgstr "Tasto M." #: doc/classes/@GlobalScope.xml msgid "N key." msgstr "Tasto N." #: doc/classes/@GlobalScope.xml msgid "O key." msgstr "Tasto O." #: doc/classes/@GlobalScope.xml msgid "P key." msgstr "Tasto P." #: doc/classes/@GlobalScope.xml msgid "Q key." msgstr "Tasto Q." #: doc/classes/@GlobalScope.xml msgid "R key." msgstr "Tasto R." #: doc/classes/@GlobalScope.xml msgid "S key." msgstr "Tasto S." #: doc/classes/@GlobalScope.xml msgid "T key." msgstr "Tasto T." #: doc/classes/@GlobalScope.xml msgid "U key." msgstr "Tasto U." #: doc/classes/@GlobalScope.xml msgid "V key." msgstr "Tasto V." #: doc/classes/@GlobalScope.xml msgid "W key." msgstr "Tasto W." #: doc/classes/@GlobalScope.xml msgid "X key." msgstr "Tasto X." #: doc/classes/@GlobalScope.xml msgid "Y key." msgstr "Tasto Y." #: doc/classes/@GlobalScope.xml msgid "Z key." msgstr "Tasto Z." #: doc/classes/@GlobalScope.xml msgid "[ key." msgstr "Tasto [." #: doc/classes/@GlobalScope.xml msgid "\\ key." msgstr "Tasto \\." #: doc/classes/@GlobalScope.xml msgid "] key." msgstr "Tasto ]." #: doc/classes/@GlobalScope.xml msgid "^ key." msgstr "Tasto ^." #: doc/classes/@GlobalScope.xml msgid "_ key." msgstr "Tasto _." #: doc/classes/@GlobalScope.xml msgid "` key." msgstr "Tasto `." #: doc/classes/@GlobalScope.xml msgid "{ key." msgstr "Tasto {." #: doc/classes/@GlobalScope.xml msgid "| key." msgstr "Tasto |." #: doc/classes/@GlobalScope.xml msgid "} key." msgstr "Tasto }." #: doc/classes/@GlobalScope.xml msgid "~ key." msgstr "Tasto ~." #: doc/classes/@GlobalScope.xml msgid "¥ key." msgstr "Tasto ¥." #: doc/classes/@GlobalScope.xml msgid "§ key." msgstr "Tasto §." #: doc/classes/@GlobalScope.xml msgid "Key Code mask." msgstr "Tasto Code mask." #: doc/classes/@GlobalScope.xml msgid "Modifier key mask." msgstr "Modificatore maschera chiave." #: doc/classes/@GlobalScope.xml msgid "" "Automatically remapped to [constant KEY_META] on macOS and [constant " "KEY_CTRL] on other platforms, this mask is never set in the actual events, " "and should be used for key mapping only." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Shift key mask." msgstr "Tasto Shift." #: doc/classes/@GlobalScope.xml msgid "Alt or Option (on macOS) key mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Command (on macOS) or Meta/Windows key mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Control key mask." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Keypad key mask." msgstr "Tasto Keypad." #: doc/classes/@GlobalScope.xml msgid "Group Switch key mask." msgstr "Tasto Group Switch." #: doc/classes/@GlobalScope.xml msgid "" "Enum value which doesn't correspond to any mouse button. This is used to " "initialize [enum MouseButton] properties with a generic state." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Primary mouse button, usually assigned to the left button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Secondary mouse button, usually assigned to the right button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Middle mouse button." msgstr "Tasto centrale del mouse." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel scrolling up." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Mouse wheel scrolling down." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Mouse wheel left button (only present on some mice)." msgstr "Tasto rotella sinistra del mouse (presente solo su alcuni mouse)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel right button (only present on some mice)." msgstr "Tasto rotella del mouse destra (presente solo su alcuni mouse)." #: doc/classes/@GlobalScope.xml msgid "" "Extra mouse button 1. This is sometimes present, usually to the sides of the " "mouse." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Extra mouse button 2. This is sometimes present, usually to the sides of the " "mouse." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Primary mouse button mask, usually for the left button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Secondary mouse button mask, usually for the right button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Middle mouse button mask." msgstr "Maschera pulsante centrale del mouse." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 mask." msgstr "Maschera pulsante extra 1 del mouse." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 mask." msgstr "Maschera pulsante extra 2 del mouse." #: doc/classes/@GlobalScope.xml msgid "An invalid game controller button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL button A. Corresponds to the bottom action button: Sony " "Cross, Xbox A, Nintendo B." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL button B. Corresponds to the right action button: Sony " "Circle, Xbox B, Nintendo A." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL button X. Corresponds to the left action button: Sony " "Square, Xbox X, Nintendo Y." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL button Y. Corresponds to the top action button: Sony " "Triangle, Xbox Y, Nintendo X." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, " "Nintendo - button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home " "button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL start button. Corresponds to the Sony Options, Xbox " "Menu, Nintendo + button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS " "button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/" "RS button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox " "LB button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox " "RB button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller D-pad up button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller D-pad down button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller D-pad left button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller D-pad right button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL miscellaneous button. Corresponds to Xbox share button, " "PS5 microphone button, Nintendo Switch capture button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller SDL paddle 1 button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller SDL paddle 2 button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller SDL paddle 3 button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller SDL paddle 4 button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller SDL touchpad button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The number of SDL game controller buttons." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The maximum number of game controller buttons supported by the engine. The " "actual limit may be lower on specific platforms:\n" "- [b]Android:[/b] Up to 36 buttons.\n" "- [b]Linux:[/b] Up to 80 buttons.\n" "- [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons." msgstr "" #: doc/classes/@GlobalScope.xml msgid "An invalid game controller axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller left joystick x-axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller left joystick y-axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller right joystick x-axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller right joystick y-axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller left trigger axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Game controller right trigger axis." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The number of SDL game controller axes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The maximum number of game controller axes: OpenVR supports up to 5 " "Joysticks making a total of 10 axes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Does not correspond to any MIDI message. This is the default value of " "[member InputEventMIDI.message]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when a note is released.\n" "[b]Note:[/b] Not all MIDI devices send this message; some may send [constant " "MIDI_MESSAGE_NOTE_ON] with [member InputEventMIDI.velocity] set to [code]0[/" "code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "MIDI message sent when a note is pressed." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to indicate a change in pressure while a note is being " "pressed down, also called aftertouch." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when a controller value changes. In a MIDI device, a " "controller is any input that doesn't play notes. These may include sliders " "for volume, balance, and panning, as well as switches and pedals. See the " "[url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]General " "MIDI specification[/url] for a small list." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when the MIDI device changes its current instrument (also " "called [i]program[/i] or [i]preset[/i])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to indicate a change in pressure for the whole channel. " "Some MIDI devices may send this instead of [constant " "MIDI_MESSAGE_AFTERTOUCH]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when the value of the pitch bender changes, usually a " "wheel on the MIDI device." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI system exclusive (SysEx) message. This type of message is not " "standardized and it's highly dependent on the MIDI device sending it.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent every quarter frame to keep connected MIDI devices " "synchronized. Related to [constant MIDI_MESSAGE_TIMING_CLOCK].\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to jump onto a new position in the current sequence or " "song.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to select a sequence or song to play.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to request a tuning calibration. Used on analog " "synthesizers. Most modern MIDI devices do not need this message." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent 24 times after [constant MIDI_MESSAGE_QUARTER_FRAME], to " "keep connected MIDI devices synchronized." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to start the current sequence or song from the beginning." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to resume from the point the current sequence or song was " "paused." msgstr "" #: doc/classes/@GlobalScope.xml msgid "MIDI message sent to pause the current sequence or song." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent repeatedly while the MIDI device is idle, to tell the " "receiver that the connection is alive. Most MIDI devices do not send this " "message." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to reset a MIDI device to its default state, as if it was " "just turned on. It should not be sent when the MIDI device is being turned " "on." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred.\n" "Since [constant OK] has value 0, and all other error constants are positive " "integers, it can also be used in boolean checks.\n" "[b]Example:[/b]\n" "[codeblock]\n" "var error = method_that_returns_error()\n" "if error != OK:\n" " printerr(\"Failure!\")\n" "\n" "# Or, alternatively:\n" "if error:\n" " printerr(\"Still failing!\")\n" "[/codeblock]\n" "[b]Note:[/b] Many functions do not return an error code, but will print " "error messages to standard output." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Generic error." msgstr "Errore generico." #: doc/classes/@GlobalScope.xml msgid "Unavailable error." msgstr "Errore non disponibile." #: doc/classes/@GlobalScope.xml msgid "Unconfigured error." msgstr "Errore non configurato." #: doc/classes/@GlobalScope.xml msgid "Unauthorized error." msgstr "Errore non autorizzato." #: doc/classes/@GlobalScope.xml msgid "Parameter range error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Out of memory (OOM) error." msgstr "Errore Out Of Memory (OOM)." #: doc/classes/@GlobalScope.xml msgid "File: Not found error." msgstr "Errore File: Non Trovato." #: doc/classes/@GlobalScope.xml msgid "File: Bad drive error." msgstr "Errore File: Drive Errato." #: doc/classes/@GlobalScope.xml msgid "File: Bad path error." msgstr "Errore File: Percorso Errato." #: doc/classes/@GlobalScope.xml msgid "File: No permission error." msgstr "File: Errore nessun permesso." #: doc/classes/@GlobalScope.xml msgid "File: Already in use error." msgstr "File: Errore già in uso." #: doc/classes/@GlobalScope.xml msgid "File: Can't open error." msgstr "Errore File: Errore in Apertura." #: doc/classes/@GlobalScope.xml msgid "File: Can't write error." msgstr "Errore File: Errore in Scrittura." #: doc/classes/@GlobalScope.xml msgid "File: Can't read error." msgstr "Errore File: Errore in Lettura." #: doc/classes/@GlobalScope.xml msgid "File: Unrecognized error." msgstr "File: Errore non riconosciuto." #: doc/classes/@GlobalScope.xml msgid "File: Corrupt error." msgstr "File: Errore corrotto." #: doc/classes/@GlobalScope.xml msgid "File: Missing dependencies error." msgstr "Errore File: Mancanza di Dipendenze." #: doc/classes/@GlobalScope.xml msgid "File: End of file (EOF) error." msgstr "Errore File: End of File (EOF)." #: doc/classes/@GlobalScope.xml msgid "Can't open error." msgstr "Errore Impossibile aprire ." #: doc/classes/@GlobalScope.xml msgid "Can't create error." msgstr "Errore Impossibile creare." #: doc/classes/@GlobalScope.xml msgid "Query failed error." msgstr "Errore Richiesta Fallita." #: doc/classes/@GlobalScope.xml msgid "Already in use error." msgstr "Errore già in uso." #: doc/classes/@GlobalScope.xml msgid "Locked error." msgstr "Errore bloccato." #: doc/classes/@GlobalScope.xml msgid "Timeout error." msgstr "Errore di timeout." #: doc/classes/@GlobalScope.xml msgid "Can't connect error." msgstr "Errore impossibile connettersi." #: doc/classes/@GlobalScope.xml msgid "Can't resolve error." msgstr "Errore Impossibile risolvere." #: doc/classes/@GlobalScope.xml msgid "Connection error." msgstr "Errore di connessione." #: doc/classes/@GlobalScope.xml msgid "Can't acquire resource error." msgstr "Errore Impossibile acquisire fonte." #: doc/classes/@GlobalScope.xml msgid "Can't fork process error." msgstr "Errore durante Fork del Processo." #: doc/classes/@GlobalScope.xml msgid "Invalid data error." msgstr "Errore Dati Invalidi." #: doc/classes/@GlobalScope.xml msgid "Invalid parameter error." msgstr "Errore parametro non valido." #: doc/classes/@GlobalScope.xml msgid "Already exists error." msgstr "Errore Già esistente." #: doc/classes/@GlobalScope.xml msgid "Does not exist error." msgstr "Errore inesistente." #: doc/classes/@GlobalScope.xml msgid "Database: Read error." msgstr "Database: Errore di lettura." #: doc/classes/@GlobalScope.xml msgid "Database: Write error." msgstr "Database: Errore di scrittura." #: doc/classes/@GlobalScope.xml msgid "Compilation failed error." msgstr "Errore compilazione fallita." #: doc/classes/@GlobalScope.xml msgid "Method not found error." msgstr "Errore metodo non trovato." #: doc/classes/@GlobalScope.xml msgid "Linking failed error." msgstr "Errore Linking Fallito." #: doc/classes/@GlobalScope.xml msgid "Script failed error." msgstr "Errore script fallito." #: doc/classes/@GlobalScope.xml msgid "Cycling link (import cycle) error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Invalid declaration error." msgstr "Errore dichiarazione non valida." #: doc/classes/@GlobalScope.xml msgid "Duplicate symbol error." msgstr "Errore simbolo duplicato." #: doc/classes/@GlobalScope.xml msgid "Parse error." msgstr "Errore di analizzazione." #: doc/classes/@GlobalScope.xml msgid "Busy error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Skip error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Help error. Used internally when passing [code]--version[/code] or [code]--" "help[/code] as executable options." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Bug error, caused by an implementation issue in the method.\n" "[b]Note:[/b] If a built-in method returns this code, please open an issue on " "[url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/" "url]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Printer on fire error (This is an easter egg, no built-in methods return " "this error code)." msgstr "" "Errore stampante a fuoco. (E' un easter egg, nessun metodo integrato riporta " "questo codice di errore)." #: doc/classes/@GlobalScope.xml msgid "The property has no hint for the editor." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] or [float] property should be within a range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" "code]. The hint string can optionally include [code]\"or_greater\"[/code] " "and/or [code]\"or_less\"[/code] to allow manual input going respectively " "above the max or below the min values.\n" "[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" "Additionally, other keywords can be included: [code]\"exp\"[/code] for " "exponential range editing, [code]\"radians_as_degrees\"[/code] for editing " "radian angles in degrees (the range values are also in degrees), " "[code]\"degrees\"[/code] to hint at an angle and [code]\"hide_slider\"[/" "code] to hide the slider." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] or [String] property is an enumerated value to pick in a " "list specified via a hint string.\n" "The hint string is a comma separated list of names such as [code]\"Hello," "Something,Else\"[/code]. Whitespaces are [b]not[/b] removed from either end " "of a name. For integer properties, the first name in the list has value 0, " "the next 1, and so on. Explicit values can also be specified by appending " "[code]:integer[/code] to the name, e.g. [code]\"Zero,One,Three:3,Four," "Six:6\"[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property can be an enumerated value to pick in a list " "specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n" "Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still " "accepts arbitrary values and can be empty. The list of values serves to " "suggest possible values." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [float] property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " "the curve horizontally and/or [code]\"positive_only\"[/code] to exclude in/" "out easing and limit values to be greater than or equal to zero." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a vector property should allow its components to be linked. For " "example, this allows [member Vector2.x] and [member Vector2.y] to be edited " "together." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask with named bit flags.\n" "The hint string is a comma separated list of names such as [code]\"Bit0,Bit1," "Bit2,Bit3\"[/code]. Whitespaces are [b]not[/b] removed from either end of a " "name. The first name in the list has value 1, the next 2, then 4, 8, 16 and " "so on. Explicit values can also be specified by appending [code]:integer[/" "code] to the name, e.g. [code]\"A:4,B:8,C:16\"[/code]. You can also combine " "several flags ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n" "[b]Note:[/b] A flag value must be at least [code]1[/code] and at most " "[code]2 ** 32 - 1[/code].\n" "[b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit " "value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A " "is 16, B is 2, C is 4." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "render layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "physics layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "navigation layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "render layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "physics layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "navigation layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named " "avoidance layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a directory. Editing it will " "show a file dialog for picking the path." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is an absolute path to a file outside the " "project folder. Editing it will show a file dialog for picking the path. The " "hint string can be a set of filters with wildcards, like [code]\"*.png,*." "jpg\"[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is an absolute path to a directory outside " "the project folder. Editing it will show a file dialog for picking the path." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property is an instance of a [Resource]-derived type, " "optionally specified via the hint string (e.g. [code]\"Texture2D\"[/code]). " "Editing it will show a popup menu of valid resource types to instantiate." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is text with line breaks. Editing it will " "show a text input field where line breaks can be typed." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Hints that a [String] property is an [Expression]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property should show a placeholder text on its input " "field, if empty. The hint string is the placeholder text to use." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [Color] property should be edited without affecting its " "transparency ([member Color.a] is not editable)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that the property's value is an object encoded as object ID, with its " "type specified in the hint string. Used by the debugger." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "If a property is [String], hints that the property represents a particular " "type (class). This allows to select a type from the create dialog. The " "property will store the selected type as a string.\n" "If a property is [Array], hints the editor how to show elements. The " "[code]hint_string[/code] must encode nested types using [code]\":\"[/code] " "and [code]\"/\"[/code].\n" "[codeblocks]\n" "[gdscript]\n" "# Array of elem_type.\n" "hint_string = \"%d:\" % [elem_type]\n" "hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n" "# Two-dimensional array of elem_type (array of arrays of elem_type).\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, " "elem_hint_string]\n" "# Three-dimensional array of elem_type (array of arrays of arrays of " "elem_type).\n" "hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, " "elem_hint, elem_hint_string]\n" "[/gdscript]\n" "[csharp]\n" "// Array of elemType.\n" "hintString = $\"{elemType:D}:\";\n" "hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n" "// Two-dimensional array of elemType (array of arrays of elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:" "{elemHintString}\";\n" "// Three-dimensional array of elemType (array of arrays of arrays of " "elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:" "\";\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/" "{elemHint:D}:{elemHintString}\";\n" "[/csharp]\n" "[/codeblocks]\n" "Examples:\n" "[codeblocks]\n" "[gdscript]\n" "hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n" "hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of " "integers (in range from 1 to 10).\n" "hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # " "Array of integers (an enum).\n" "hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " "PROPERTY_HINT_ENUM] # Array of integers (an enum).\n" "hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of " "strings (file paths).\n" "hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.\n" "\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array " "of floats.\n" "hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, " "PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.\n" "hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, " "PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to " "1).\n" "hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.\n" "[/gdscript]\n" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // " "Array of integers (in range from 1 to 10).\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One," "Two\"; // Array of integers (an enum).\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3," "Six:6\"; // Array of integers (an enum).\n" "hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // " "Array of strings (file paths).\n" "hintString = $\"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:" "Texture2D\"; // Array of textures.\n" "\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Two-" "dimensional array of floats.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint." "MultilineText:D}:\"; // Two-dimensional array of multiline strings.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint." "Range:D}:-1,1,0.1\"; // Two-dimensional array of floats (in range from -1 to " "1).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint." "ResourceType:D}:Texture2D\"; // Two-dimensional array of textures.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The trailing colon is required for properly detecting built-in " "types." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " "future." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Hints that an object is too big to be sent via the debugger." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that the hint string specifies valid node types for property of type " "[NodePath]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path for the file to be saved at. The dialog has " "access to the project's directory. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member " "FileDialog.filters]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path for the file to be saved at. The dialog has " "access to the entire filesystem. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member " "FileDialog.filters]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is an object ID.\n" "[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " "future." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Hints that an [int] property is a pointer. Used by GDExtension." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property is an [Array] with the stored type specified in the " "hint string." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a locale code. Editing it will show a locale " "dialog for picking language and country." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a dictionary property is string translation map. Dictionary keys " "are locale codes and, values are translated strings." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property is an instance of a [Node]-derived type, optionally " "specified via the hint string (e.g. [code]\"Node2D\"[/code]). Editing it " "will show a dialog for picking a node from the scene." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a quaternion property should disable the temporary euler editor." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a password, and every character is replaced " "with the secret character." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum PropertyHint] enum." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is not stored, and does not display in the editor. This is the " "default for non-exported properties." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is serialized and saved in the scene file (default)." msgstr "La proprietà è serializzata e salvata nel file della scena (default)." #: doc/classes/@GlobalScope.xml msgid "The property is shown in the [EditorInspector] (default)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is excluded from the class reference." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property can be checked in the [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is checked in the [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Used to categorize properties together in the editor." msgstr "Usato per classificare insieme delle proprietà nell'editor." #: doc/classes/@GlobalScope.xml msgid "" "Used to group properties together in the editor in a subgroup (under a " "group). See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is a bitfield, i.e. it contains multiple flags represented as " "bits." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property does not save its state in [PackedScene]." msgstr "La proprietà non salva il suo stato in [PackedScene]." #: doc/classes/@GlobalScope.xml msgid "Editing the property prompts the user for restarting the editor." msgstr "" "In seguito ad una modifica della proprietà, sarà chiesto all'utente di " "riavviare l'editor." #: doc/classes/@GlobalScope.xml msgid "" "The property is a script variable which should be serialized and saved in " "the scene file." msgstr "" "La proprietà è una variabile script che deve essere serializzata e salvata " "nel file della scena." #: doc/classes/@GlobalScope.xml msgid "" "The property value of type [Object] will be stored even if its value is " "[code]null[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "If this property is modified, all inspector fields will be refreshed." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Signifies a default value from a placeholder script instance.\n" "[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " "future." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is an enum, i.e. it only takes named integer constants from its " "associated enumeration." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "If property has [code]nil[/code] as default value, its type will be " "[Variant]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is an array." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should always be " "duplicated, regardless of the [code]subresources[/code] bool parameter." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should never be " "duplicated, regardless of the [code]subresources[/code] bool parameter." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is only shown in the editor if modern renderers are supported " "(the Compatibility rendering method is excluded)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The [NodePath] property will always be relative to the scene's root. Mostly " "useful for local resources." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Use when a resource is created on the fly, i.e. the getter will always " "return a different instance. [ResourceSaver] needs this information to " "properly save such resources." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Inserting an animation key frame of this property will automatically " "increment the value, allowing to easily keyframe multiple values in a row." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "When loading, the resource for this property can be set at the end of " "loading.\n" "[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the " "future." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "When this property is a [Resource] and base object is a [Node], a resource " "instance will be automatically created whenever the node is created in the " "editor." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is considered a basic setting and will appear even when " "advanced mode is disabled. Used for project settings." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is read-only in the [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "An export preset property with this flag contains confidential information " "and is stored separately from the rest of the export preset configuration." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Default usage (storage and editor)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Default usage but without showing the property in the editor (storage)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Flag for a normal method." msgstr "Flag per una funzione normale." #: doc/classes/@GlobalScope.xml msgid "Flag for an editor method." msgstr "Flag per una funzione dell'editor." #: doc/classes/@GlobalScope.xml msgid "Flag for a constant method." msgstr "Flag per una funzione costante." #: doc/classes/@GlobalScope.xml msgid "Flag for a virtual method." msgstr "Flag per una funzione virtuale." #: doc/classes/@GlobalScope.xml msgid "Flag for a method with a variable number of arguments." msgstr "Flag per una funzione con un numero variabile di argomenti." #: doc/classes/@GlobalScope.xml msgid "Flag for a static method." msgstr "Flag per una funzione statica." #: doc/classes/@GlobalScope.xml msgid "" "Used internally. Allows to not dump core virtual methods (such as [method " "Object._notification]) to the JSON API." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Default method flags (normal)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is [code]null[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [bool]." msgstr "La variabile è di tipo [bool]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [int]." msgstr "La variabile è di tipo [int]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [float]." msgstr "La variabile è di tipo [float]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [String]." msgstr "La variabile è di tipo [String]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector2]." msgstr "La variabile è di tipo [Vector2]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector2i]." msgstr "La variabile è di tipo [Vector2i]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Rect2]." msgstr "La variabile è di tipo [Rect2]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Rect2i]." msgstr "La variabile è di tipo [Rect2i]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector3]." msgstr "La variabile è di tipo [Vector3]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector3i]." msgstr "La variabile è di tipo [Vector3i]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform2D]." msgstr "La variabile è di tipo [Transform2D]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector4]." msgstr "La variabile è di tipo [Vector4]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector4i]." msgstr "La variabile è di tipo [Vector4i]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Plane]." msgstr "La variabile è di tipo [Plane]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Quaternion]." msgstr "La variabile è di tipo [Quaternion]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [AABB]." msgstr "La variabile è di tipo [AABB]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Basis]." msgstr "La variabile è di tipo [Basis]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform3D]." msgstr "La variabile è di tipo [Transform3D]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Projection]." msgstr "La variabile è di tipo [Projection]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Color]." msgstr "La variabile è di tipo [Color]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [StringName]." msgstr "La variabile è di tipo [String Name]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [NodePath]." msgstr "La variabile è di tipo [NodePath]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [RID]." msgstr "La variabile è di tipo [RID]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Object]." msgstr "La variabile è di tipo [Object]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Callable]." msgstr "La variabile è di tipo [Callable]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Signal]." msgstr "La variabile è di tipo [Signal]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Dictionary]." msgstr "La variabile è di tipo [Dictionary]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Array]." msgstr "La variabile è di tipo [Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedByteArray]." msgstr "La variabile è di tipo [PackedByteArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedInt32Array]." msgstr "La variabile è di tipo [PackedInt32Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedInt64Array]." msgstr "La variabile è di tipo [PackedInt64Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedFloat32Array]." msgstr "La variabile è di tipo [PackedFloat32Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedFloat64Array]." msgstr "La variabile è di tipo [PackedFloat64Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedStringArray]." msgstr "La variabile è di tipo [PackedStringArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedVector2Array]." msgstr "La variabile è di tipo [PackedVector2Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedVector3Array]." msgstr "La variabile è di tipo [PackedVector3Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedColorArray]." msgstr "La variabile è di tipo [PackedColorArray]." #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Type] enum." msgstr "Rappresenta la dimensione dell'enum [enum Variant.Type]." #: doc/classes/@GlobalScope.xml msgid "Equality operator ([code]==[/code])." msgstr "Operatore uguaglianza ([code]==[/code])." #: doc/classes/@GlobalScope.xml msgid "Inequality operator ([code]!=[/code])." msgstr "Operatore disuguaglianza ([code]==[/code])." #: doc/classes/@GlobalScope.xml msgid "Less than operator ([code]<[/code])." msgstr "Operatore minore ([code]<[/code])." #: doc/classes/@GlobalScope.xml msgid "Less than or equal operator ([code]<=[/code])." msgstr "Operatore minore o uguale ([code]<=[/code])." #: doc/classes/@GlobalScope.xml msgid "Greater than operator ([code]>[/code])." msgstr "Operatore maggiore ([code]>[/code])." #: doc/classes/@GlobalScope.xml msgid "Greater than or equal operator ([code]>=[/code])." msgstr "Operatore maggiore o uguale ([code]>=[/code])." #: doc/classes/@GlobalScope.xml msgid "Addition operator ([code]+[/code])." msgstr "Operatore addizione ([code]+[/code])." #: doc/classes/@GlobalScope.xml msgid "Subtraction operator ([code]-[/code])." msgstr "Operatore sottrazione ([code]-[/code])." #: doc/classes/@GlobalScope.xml msgid "Multiplication operator ([code]*[/code])." msgstr "Operatore moltiplicazione ([code]*[/code])." #: doc/classes/@GlobalScope.xml msgid "Division operator ([code]/[/code])." msgstr "Operatore divisione ([code]/[/code])." #: doc/classes/@GlobalScope.xml msgid "Unary negation operator ([code]-[/code])." msgstr "Operatore negazione unaria ([code]-[/code])." #: doc/classes/@GlobalScope.xml msgid "Unary plus operator ([code]+[/code])." msgstr "Operatore addizione unaria ([code]+[/code])." #: doc/classes/@GlobalScope.xml msgid "Remainder/modulo operator ([code]%[/code])." msgstr "Operatore resto/modulo ([code]%[/code])." #: doc/classes/@GlobalScope.xml msgid "Power operator ([code]**[/code])." msgstr "Operatore potenza ([code]**[/code])." #: doc/classes/@GlobalScope.xml msgid "Left shift operator ([code]<<[/code])." msgstr "Operatore shift sinistro ([code]<<[/code])." #: doc/classes/@GlobalScope.xml msgid "Right shift operator ([code]>>[/code])." msgstr "Operatore shift destro ([code]>>[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise AND operator ([code]&[/code])." msgstr "Operatore AND bit-a-bit ([code]&[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise OR operator ([code]|[/code])." msgstr "Operatore OR bit-a-bit ([code]|[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise XOR operator ([code]^[/code])." msgstr "Operatore XOR bit-a-bit ([code]^[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise NOT operator ([code]~[/code])." msgstr "Operatore NOT bit-a-bit ([code]~[/code])." #: doc/classes/@GlobalScope.xml msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "Operatore AND logico ([code]and[/code] oppure [code]&&[/code])." #: doc/classes/@GlobalScope.xml msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "Operatore logico OR ([code]or[/code] oppure [code]||[/code])." #: doc/classes/@GlobalScope.xml msgid "Logical XOR operator (not implemented in GDScript)." msgstr "Operatore XOR logico (non implementato in GDScript)." #: doc/classes/@GlobalScope.xml msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "Operatore NOT logico ([code]not[/code] oppure [code]![/code])." #: doc/classes/@GlobalScope.xml msgid "Logical IN operator ([code]in[/code])." msgstr "Operatore IN logico ([code]in[/code])." #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "" #: doc/classes/AABB.xml msgid "A 3D axis-aligned bounding box." msgstr "" #: doc/classes/AABB.xml msgid "" "The [AABB] built-in [Variant] type represents an axis-aligned bounding box " "in a 3D space. It is defined by its [member position] and [member size], " "which are [Vector3]. It is frequently used for fast overlap tests (see " "[method intersects]). Although [AABB] itself is axis-aligned, it can be " "combined with [Transform3D] to represent a rotated or skewed bounding box.\n" "It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. " "There is no version of [AABB] that uses integer coordinates.\n" "[b]Note:[/b] Negative values for [member size] are not supported. With " "negative size, most [AABB] methods do not work correctly. Use [method abs] " "to get an equivalent [AABB] with a non-negative size.\n" "[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] " "if both [member position] and [member size] are zero (equal to [constant " "Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code]." msgstr "" #: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Plane.xml #: doc/classes/Rect2.xml doc/classes/Rect2i.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml doc/classes/Vector2.xml doc/classes/Vector2i.xml #: doc/classes/Vector3.xml doc/classes/Vector3i.xml msgid "Math documentation index" msgstr "" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Rect2i.xml #: doc/classes/Vector2.xml doc/classes/Vector2i.xml doc/classes/Vector3.xml #: doc/classes/Vector3i.xml msgid "Vector math" msgstr "" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml msgid "Advanced vector math" msgstr "" #: doc/classes/AABB.xml msgid "" "Constructs an [AABB] with its [member position] and [member size] set to " "[constant Vector3.ZERO]." msgstr "" #: doc/classes/AABB.xml msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "" #: doc/classes/AABB.xml msgid "Constructs an [AABB] by [param position] and [param size]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns an [AABB] equivalent to this bounding box, with its width, height, " "and depth modified to be non-negative values.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" "var absolute = box.abs()\n" "print(absolute.position) # Prints (-15, -10, 0)\n" "print(absolute.size) # Prints (20, 10, 5)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" "var absolute = box.Abs();\n" "GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" "GD.Print(absolute.Size); // Prints (20, 10, 5)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " "negative, as most other methods in Godot assume that the [member size]'s " "components are greater than [code]0[/code]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box [i]completely[/i] encloses " "the [param with] box. The edges of both boxes are included.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" "var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" "var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" "\n" "print(a.encloses(a)) # Prints true\n" "print(a.encloses(b)) # Prints true\n" "print(a.encloses(c)) # Prints false\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" "var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" "var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" "\n" "GD.Print(a.Encloses(a)); // Prints True\n" "GD.Print(a.Encloses(b)); // Prints True\n" "GD.Print(a.Encloses(c)); // Prints False\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AABB.xml msgid "" "Returns a copy of this bounding box expanded to align the edges with the " "given [param to_point], if necessary.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" "\n" "box = box.expand(Vector3(10, 0, 0))\n" "print(box.position) # Prints (0, 0, 0)\n" "print(box.size) # Prints (10, 2, 5)\n" "\n" "box = box.expand(Vector3(-5, 0, 5))\n" "print(box.position) # Prints (-5, 0, 0)\n" "print(box.size) # Prints (15, 2, 5)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" "\n" "box = box.Expand(new Vector3(10, 0, 0));\n" "GD.Print(box.Position); // Prints (0, 0, 0)\n" "GD.Print(box.Size); // Prints (10, 2, 5)\n" "\n" "box = box.Expand(new Vector3(-5, 0, 5));\n" "GD.Print(box.Position); // Prints (-5, 0, 0)\n" "GD.Print(box.Size); // Prints (15, 2, 5)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the center point of the bounding box. This is the same as " "[code]position + (size / 2.0)[/code]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the position of one of the 8 vertices that compose this bounding " "box. With a [param idx] of [code]0[/code] this is the same as [member " "position], and a [param idx] of [code]7[/code] is the same as [member end]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the longest normalized axis of this bounding box's [member size], as " "a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " "Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_longest_axis()) # Prints (0, 0, 1)\n" "print(box.get_longest_axis_index()) # Prints 2\n" "print(box.get_longest_axis_size()) # Prints 8\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n" "GD.Print(box.GetLongestAxisIndex()); // Prints 2\n" "GD.Print(box.GetLongestAxisSize()); // Prints 8\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_longest_axis_index] and [method get_longest_axis_size]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the index to the longest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " "Vector3.AXIS_Z]).\n" "For an example, see [method get_longest_axis]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the longest dimension of this bounding box's [member size].\n" "For an example, see [method get_longest_axis]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the shortest normaalized axis of this bounding box's [member size], " "as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or " "[constant Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_shortest_axis()) # Prints (1, 0, 0)\n" "print(box.get_shortest_axis_index()) # Prints 0\n" "print(box.get_shortest_axis_size()) # Prints 2\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n" "GD.Print(box.GetShortestAxisIndex()); // Prints 0\n" "GD.Print(box.GetShortestAxisSize()); // Prints 2\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_shortest_axis_index] and [method " "get_shortest_axis_size]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the index to the shortest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " "Vector3.AXIS_Z]).\n" "For an example, see [method get_shortest_axis]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the shortest dimension of this bounding box's [member size].\n" "For an example, see [method get_shortest_axis]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the vertex's position of this bounding box that's the farthest in " "the given direction. This point is commonly known as the support point in " "collision detection algorithms." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the bounding box's volume. This is equivalent to [code]size.x * size." "y * size.z[/code]. See also [method has_volume]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns a copy of this bounding box extended on all sides by the given " "amount [param by]. A negative amount shrinks the box instead.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" "print(a.position) # Prints (0, 0, 0)\n" "print(a.size) # Prints (16, 16, 16)\n" "\n" "var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" "print(b.position) # Prints (-2, -2, -2)\n" "print(b.size) # Prints (12, 8, 6)\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" "GD.Print(a.Position); // Prints (0, 0, 0)\n" "GD.Print(a.Size); // Prints (16, 16, 16)\n" "\n" "var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" "GD.Print(b.Position); // Prints (-2, -2, -2)\n" "GD.Print(b.Size); // Prints (12, 8, 6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if the bounding box contains the given [param " "point]. By convention, points exactly on the right, top, and front sides are " "[b]not[/b] included.\n" "[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] " "[member size]. Use [method abs] first to get a valid bounding box." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box has a surface or a length, " "that is, at least one component of [member size] is greater than [code]0[/" "code]. Otherwise, returns [code]false[/code]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box's width, height, and depth " "are all positive. See also [method get_volume]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the intersection between this bounding box and [param with]. If the " "boxes do not intersect, returns an empty [AABB]. If the boxes intersect at " "the edge, returns a flat [AABB] with no volume (see [method has_surface] and " "[method has_volume]).\n" "[codeblocks]\n" "[gdscript]\n" "var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" "var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" "\n" "var intersection = box1.intersection(box2)\n" "print(intersection.position) # Prints (2, 0, 2)\n" "print(intersection.size) # Prints (3, 2, 4)\n" "[/gdscript]\n" "[csharp]\n" "var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" "var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" "\n" "var intersection = box1.Intersection(box2);\n" "GD.Print(intersection.Position); // Prints (2, 0, 2)\n" "GD.Print(intersection.Size); // Prints (3, 2, 4)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If you only need to know whether two bounding boxes are " "intersecting, use [method intersects], instead." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box overlaps with the box [param " "with]. The edges of both boxes are [i]always[/i] excluded." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box is on both sides of the given " "[param plane]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the first point where this bounding box and the given ray intersect, " "as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n" "The ray begin at [param from], faces [param dir] and extends towards " "infinity." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the first point where this bounding box and the given segment " "intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/" "code].\n" "The segment begins at [param from] and ends at [param to]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box and [param aabb] are " "approximately equal, by calling [method Vector2.is_equal_approx] on the " "[member position] and the [member size]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box's values are finite, by " "calling [method Vector2.is_finite] on the [member position] and the [member " "size]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns an [AABB] that encloses both this bounding box and [param with] " "around the edges. See also [method encloses]." msgstr "" #: doc/classes/AABB.xml msgid "" "The ending point. This is usually the corner on the top-right and forward of " "the bounding box, and is equivalent to [code]position + size[/code]. Setting " "this point affects the [member size]." msgstr "" #: doc/classes/AABB.xml msgid "" "The origin point. This is usually the corner on the bottom-left and back of " "the bounding box." msgstr "" #: doc/classes/AABB.xml msgid "" "The bounding box's width, height, and depth starting from [member position]. " "Setting this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width, height, and depth to non-" "negative values. This is because most methods in Godot assume that the " "[member position] is the bottom-left-back corner, and the [member end] is " "the top-right-forward corner. To get an equivalent bounding box with non-" "negative size, use [method abs]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if the [member position] or [member size] of both " "bounding boxes are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/AABB.xml msgid "" "Inversely transforms (multiplies) the [AABB] by the given [Transform3D] " "transformation matrix, under the assumption that the transformation basis is " "orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n" "[code]aabb * transform[/code] is equivalent to [code]transform.inverse() * " "aabb[/code]. See [method Transform3D.inverse].\n" "For transforming by inverse of an affine transformation (e.g. with scaling) " "[code]transform.affine_inverse() * aabb[/code] can be used instead. See " "[method Transform3D.affine_inverse]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if both [member position] and [member size] of the " "bounding boxes are exactly equal, respectively.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/AcceptDialog.xml msgid "A base dialog used for user notification." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "The default use of [AcceptDialog] is to allow it to only be accepted or " "closed, with the same result. However, the [signal confirmed] and [signal " "canceled] signals allow to make the two actions different, and the [method " "add_button] method allows to add custom buttons and actions." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Adds a button with label [param text] and a custom [param action] to the " "dialog and returns the created button. [param action] will be passed to the " "[signal custom_action] signal when pressed.\n" "If [code]true[/code], [param right] will place the button to the right of " "any sibling buttons.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Adds a button with label [param name] and a cancel action to the dialog and " "returns the created button.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Returns the label used for built-in text.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Returns the OK [Button] instance.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Removes the [param button] from the dialog. Does NOT free the [param " "button]. The [param button] must be a [Button] added with [method " "add_button] or [method add_cancel_button] method. After removal, pressing " "the [param button] will no longer emit this dialog's [signal custom_action] " "or [signal canceled] signals." msgstr "" #: doc/classes/AcceptDialog.xml msgid "Sets autowrapping for the text in the dialog." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "If [code]true[/code], the dialog will be hidden when the escape key " "([constant KEY_ESCAPE]) is pressed." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "If [code]true[/code], the dialog is hidden when the OK button is pressed. " "You can set it to [code]false[/code] if you want to do e.g. input validation " "when receiving the [signal confirmed] signal, and handle hiding the dialog " "in your own logic.\n" "[b]Note:[/b] Some nodes derived from this class can have a different default " "value, and potentially their own built-in logic overriding this setting. For " "example [FileDialog] defaults to [code]false[/code], and has its own input " "validation code that is called when you press OK, which eventually hides the " "dialog if the input is valid. As such, this property can't be used in " "[FileDialog] to disable hiding the dialog when pressing OK." msgstr "" #: doc/classes/AcceptDialog.xml msgid "The text displayed by the dialog." msgstr "" #: doc/classes/AcceptDialog.xml msgid "The text displayed by the OK button (see [method get_ok_button])." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Emitted when the dialog is closed or the button created with [method " "add_cancel_button] is pressed." msgstr "" #: doc/classes/AcceptDialog.xml msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "" #: doc/classes/AcceptDialog.xml msgid "Emitted when a custom button is pressed. See [method add_button]." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "The size of the vertical space between the dialog's content and the button " "row." msgstr "" #: doc/classes/AcceptDialog.xml msgid "The panel that fills the background of the window." msgstr "" #: doc/classes/AESContext.xml msgid "Provides access to AES encryption/decryption of raw data." msgstr "" #: doc/classes/AESContext.xml msgid "" "This class holds the context information required for encryption and " "decryption operations with AES (Advanced Encryption Standard). Both AES-ECB " "and AES-CBC modes are supported.\n" "[codeblocks]\n" "[gdscript]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" " var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" " var data = \"My secret text!!\" # Data size must be multiple of 16 " "bytes, apply padding if needed.\n" " # Encrypt ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" " var encrypted = aes.update(data.to_utf8_buffer())\n" " aes.finish()\n" " # Decrypt ECB\n" " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" " var decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check ECB\n" " assert(decrypted == data.to_utf8_buffer())\n" "\n" " var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" " # Encrypt CBC\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv." "to_utf8_buffer())\n" " encrypted = aes.update(data.to_utf8_buffer())\n" " aes.finish()\n" " # Decrypt CBC\n" " aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv." "to_utf8_buffer())\n" " decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check CBC\n" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" "{\n" " private AesContext _aes = new AesContext();\n" "\n" " public override void _Ready()\n" " {\n" " string key = \"My secret key!!!\"; // Key must be either 16 or 32 " "bytes.\n" " string data = \"My secret text!!\"; // Data size must be multiple of " "16 bytes, apply padding if needed.\n" " // Encrypt ECB\n" " _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n" " byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" " _aes.Finish();\n" " // Decrypt ECB\n" " _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" " byte[] decrypted = _aes.Update(encrypted);\n" " _aes.Finish();\n" " // Check ECB\n" " Debug.Assert(decrypted == data.ToUtf8Buffer());\n" "\n" " string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 " "bytes.\n" " // Encrypt CBC\n" " _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv." "ToUtf8Buffer());\n" " encrypted = _aes.Update(data.ToUtf8Buffer());\n" " _aes.Finish();\n" " // Decrypt CBC\n" " _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv." "ToUtf8Buffer());\n" " decrypted = _aes.Update(encrypted);\n" " _aes.Finish();\n" " // Check CBC\n" " Debug.Assert(decrypted == data.ToUtf8Buffer());\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AESContext.xml msgid "Close this AES context so it can be started again. See [method start]." msgstr "" #: doc/classes/AESContext.xml msgid "" "Get the current IV state for this context (IV gets updated when calling " "[method update]). You normally don't need this function.\n" "[b]Note:[/b] This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" #: doc/classes/AESContext.xml msgid "" "Start the AES context in the given [param mode]. A [param key] of either 16 " "or 32 bytes must always be provided, while an [param iv] (initialization " "vector) of exactly 16 bytes, is only needed when [param mode] is either " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" #: doc/classes/AESContext.xml msgid "" "Run the desired operation for this AES context. Will return a " "[PackedByteArray] containing the result of encrypting (or decrypting) the " "given [param src]. See [method start] for mode of operation.\n" "[b]Note:[/b] The size of [param src] must be a multiple of 16. Apply some " "padding if needed." msgstr "" #: doc/classes/AESContext.xml msgid "AES electronic codebook encryption mode." msgstr "" #: doc/classes/AESContext.xml msgid "AES electronic codebook decryption mode." msgstr "" #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining encryption mode." msgstr "" #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining decryption mode." msgstr "" #: doc/classes/AESContext.xml msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatableBody2D.xml msgid "" "A 2D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." msgstr "" #: doc/classes/AnimatableBody2D.xml msgid "" "An animatable 2D physics body. It can't be moved by external forces or " "contacts, but can be moved manually by other means such as code, " "[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " "[RemoteTransform2D].\n" "When [AnimatableBody2D] is moved, its linear and angular velocity are " "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" #: doc/classes/AnimatableBody2D.xml msgid "" "If [code]true[/code], the body's movement will be synchronized to the " "physics frame. This is useful when animating movement via [AnimationPlayer], " "for example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody2D.move_and_collide]." msgstr "" #: doc/classes/AnimatableBody3D.xml msgid "" "A 3D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." msgstr "" #: doc/classes/AnimatableBody3D.xml msgid "" "An animatable 3D physics body. It can't be moved by external forces or " "contacts, but can be moved manually by other means such as code, " "[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " "[RemoteTransform3D].\n" "When [AnimatableBody3D] is moved, its linear and angular velocity are " "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" #: doc/classes/AnimatableBody3D.xml doc/classes/BoxShape3D.xml #: doc/classes/CapsuleShape3D.xml doc/classes/ConcavePolygonShape3D.xml #: doc/classes/ConvexPolygonShape3D.xml doc/classes/CylinderShape3D.xml #: doc/classes/ProjectSettings.xml doc/classes/RigidBody3D.xml #: doc/classes/SphereShape3D.xml doc/classes/StaticBody3D.xml msgid "3D Physics Tests Demo" msgstr "" #: doc/classes/AnimatableBody3D.xml doc/classes/AnimationNodeAdd3.xml #: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml #: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml #: doc/classes/Camera3D.xml doc/classes/CharacterBody3D.xml #: doc/classes/CollisionShape3D.xml doc/classes/CylinderShape3D.xml #: doc/classes/Environment.xml doc/classes/GPUParticles3D.xml #: doc/classes/Light3D.xml doc/classes/Material.xml doc/classes/Mesh.xml #: doc/classes/MeshInstance3D.xml doc/classes/Quaternion.xml #: doc/classes/Skeleton3D.xml doc/classes/SpotLight3D.xml #: doc/classes/StaticBody3D.xml doc/classes/VoxelGI.xml #: doc/classes/VoxelGIData.xml doc/classes/WorldEnvironment.xml msgid "Third Person Shooter Demo" msgstr "" #: doc/classes/AnimatableBody3D.xml doc/classes/Basis.xml #: doc/classes/CharacterBody3D.xml doc/classes/CylinderShape3D.xml #: doc/classes/Dictionary.xml doc/classes/FileAccess.xml doc/classes/Input.xml #: doc/classes/InputEvent.xml doc/classes/InputEventAction.xml #: doc/classes/InputEventMouseMotion.xml doc/classes/RayCast3D.xml #: doc/classes/StaticBody3D.xml doc/classes/SurfaceTool.xml #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml #: doc/classes/Thread.xml doc/classes/VBoxContainer.xml msgid "3D Voxel Demo" msgstr "" #: doc/classes/AnimatableBody3D.xml msgid "" "If [code]true[/code], the body's movement will be synchronized to the " "physics frame. This is useful when animating movement via [AnimationPlayer], " "for example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody3D.move_and_collide]." msgstr "" #: doc/classes/AnimatedSprite2D.xml msgid "" "Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite2D.xml msgid "" "[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries " "multiple textures as animation frames. Animations are created using a " "[SpriteFrames] resource, which allows you to import image files (or a folder " "containing said files) to provide the animation frames for the sprite. The " "[SpriteFrames] resource can be configured in the editor via the SpriteFrames " "bottom panel." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimationPlayer.xml msgid "2D Sprite animation" msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/Area2D.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml #: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml #: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml #: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml #: doc/classes/VisibleOnScreenNotifier2D.xml msgid "2D Dodge The Creeps Demo" msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "" "Returns the actual playing speed of current animation or [code]0[/code] if " "not playing. This speed is the [member speed_scale] property multiplied by " "[code]custom_speed[/code] argument specified when calling the [method play] " "method.\n" "Returns a negative value if the current animation is playing backwards." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "" "Returns [code]true[/code] if an animation is currently playing (even if " "[member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code])." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Pauses the currently playing animation. The [member frame] and [member " "frame_progress] will be kept and calling [method play] or [method " "play_backwards] without arguments will resume the animation from the current " "playback position.\n" "See also [method stop]." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Plays the animation with key [param name]. If [param custom_speed] is " "negative and [param from_end] is [code]true[/code], the animation will play " "backwards (which is equivalent to calling [method play_backwards]).\n" "If this method is called with that same animation [param name], or with no " "[param name] parameter, the assigned animation will resume playing if it was " "paused." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name] in reverse.\n" "This method is a shorthand for [method play] with [code]custom_speed = -1.0[/" "code] and [code]from_end = true[/code], so see its description for more " "information." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The setter of [member frame] resets the [member frame_progress] to " "[code]0.0[/code] implicitly, but this method avoids that.\n" "This is useful when you want to carry over the current [member " "frame_progress] to another [member frame].\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "# Change the animation with keeping the frame index and progress.\n" "var current_frame = animated_sprite.get_frame()\n" "var current_progress = animated_sprite.get_frame_progress()\n" "animated_sprite.play(\"walk_another_skin\")\n" "animated_sprite.set_frame_and_progress(current_frame, current_progress)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" "code]. See also [method pause]." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The current animation from the [member sprite_frames] resource. If this " "value is changed, the [member frame] counter and the [member frame_progress] " "are reset." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "The key of the animation to play when the scene loads." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], texture will be centered." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/Sprite2D.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped horizontally." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/Sprite2D.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped vertically." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The displayed animation frame's index. Setting this property also resets " "[member frame_progress]. If this is not desired, use [method " "set_frame_and_progress]." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The progress value between [code]0.0[/code] and [code]1.0[/code] until the " "current frame transitions to the next frame. If the animation is playing " "backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code]." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/Sprite2D.xml #: doc/classes/SpriteBase3D.xml msgid "The texture's drawing offset." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "" "The speed scaling ratio. For example, if this value is [code]1[/code], then " "the animation plays at normal speed. If it's [code]0.5[/code], then it plays " "at half speed. If it's [code]2[/code], then it plays at double speed.\n" "If set to a negative value, the animation is played in reverse. If set to " "[code]0[/code], the animation will not advance." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The [SpriteFrames] resource containing the animation(s). Allows you the " "option to load, edit, clear, make unique and save the states of the " "[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member animation] changes." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Emitted when the animation reaches the end, or the start if it is played in " "reverse. When the animation finishes, it pauses the playback." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when the animation loops." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member frame] changes." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member sprite_frames] changes." msgstr "" #: doc/classes/AnimatedSprite3D.xml msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" #: doc/classes/AnimatedSprite3D.xml msgid "" "[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries " "multiple textures as animation [member sprite_frames]. Animations are " "created using a [SpriteFrames] resource, which allows you to import image " "files (or a folder containing said files) to provide the animation frames " "for the sprite. The [SpriteFrames] resource can be configured in the editor " "via the SpriteFrames bottom panel." msgstr "" #: doc/classes/AnimatedSprite3D.xml msgid "2D Sprite animation (also applies to 3D)" msgstr "" #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "[AnimatedTexture] is a resource format for frame-based animations, where " "multiple textures can be chained automatically with a predefined delay for " "each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " "[Node], but has the advantage of being usable anywhere a [Texture2D] " "resource can be used, e.g. in a [TileSet].\n" "The playback of the animation is controlled by the [member speed_scale] " "property, as well as each frame's duration (see [method " "set_frame_duration]). The animation loops, i.e. it will restart at frame 0 " "automatically after playing the last frame.\n" "[AnimatedTexture] currently requires all frame textures to have the same " "size, otherwise the bigger ones will be cropped to match the smallest one.\n" "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " "frame needs to be a separate [Texture2D].\n" "[b]Warning:[/b] The current implementation is not efficient for the modern " "renderers.\n" "[i]Deprecated.[/i] This class is deprecated, and might be removed in a " "future release." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "Returns the given [param frame]'s duration, in seconds." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "Returns the given frame's [Texture2D]." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "Sets the duration of any given [param frame]. The final duration is affected " "by the [member speed_scale]. If set to [code]0[/code], the frame is skipped " "during playback." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "Assigns a [Texture2D] to the given frame. Frame IDs start at 0, so the first " "frame has ID 0, and the last frame of the animation has ID [member frames] - " "1.\n" "You can define any number of textures up to [constant MAX_FRAMES], but keep " "in mind that only frames from 0 to [member frames] - 1 will be part of the " "animation." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "Sets the currently visible frame of the texture. Setting this frame while " "playing resets the current frame time, so the newly selected frame plays for " "its whole configured frame duration." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "Number of frames to use in the animation. While you can create the frames " "independently with [method set_frame_texture], you need to set this value " "for the animation to take new frames into account. The maximum number of " "frames is [constant MAX_FRAMES]." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "If [code]true[/code], the animation will only play once and will not loop " "back to the first frame after reaching the end. Note that reaching the end " "will not set [member pause] to [code]true[/code]." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "If [code]true[/code], the animation will pause where it currently is (i.e. " "at [member current_frame]). The animation will continue from where it was " "paused when changing this property to [code]false[/code]." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "The animation speed is multiplied by this value. If set to a negative value, " "the animation is played in reverse." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need " "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]." msgstr "" #: doc/classes/Animation.xml msgid "Holds data that can be used to animate anything in the engine." msgstr "" #: doc/classes/Animation.xml msgid "" "This resource holds data that can be used to animate anything in the engine. " "Animations are divided into tracks and each track must be linked to a node. " "The state of that node can be changed through time, by adding timed keys " "(events) to the track.\n" "[codeblocks]\n" "[gdscript]\n" "# This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "# 100 pixels in 2.0 seconds.\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 2.0, 100)\n" "animation.length = 2.0\n" "[/gdscript]\n" "[csharp]\n" "// This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "// 100 pixels in 2.0 seconds.\n" "var animation = new Animation();\n" "int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" "animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" "animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" "animation.TrackInsertKey(trackIndex, 2.0f, 100);\n" "animation.Length = 2.0f;\n" "[/csharp]\n" "[/codeblocks]\n" "Animations are just data containers, and must be added to nodes such as an " "[AnimationPlayer] to be played back. Animation tracks have different types, " "each with its own set of dedicated methods. Check [enum TrackType] to see " "available types.\n" "[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant " "TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " "track types instead of [constant TYPE_VALUE] is recommended for performance " "reasons." msgstr "" #: doc/classes/Animation.xml doc/classes/AnimationPlayer.xml msgid "Animation documentation index" msgstr "" #: doc/classes/Animation.xml msgid "Adds a track to the Animation." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the animation name at the key identified by [param key_idx]. The " "[param track_idx] must be the index of an Animation Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Inserts a key with value [param animation] at the given [param time] (in " "seconds). The [param track_idx] must be the index of an Animation Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the key identified by [param key_idx] to value [param animation]. The " "[param track_idx] must be the index of an Animation Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the end offset of the key identified by [param key_idx]. The [param " "track_idx] must be the index of an Audio Track.\n" "End offset is the number of seconds cut off at the ending of the audio " "stream." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the start offset of the key identified by [param key_idx]. The " "[param track_idx] must be the index of an Audio Track.\n" "Start offset is the number of seconds cut off at the beginning of the audio " "stream." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the audio stream of the key identified by [param key_idx]. The " "[param track_idx] must be the index of an Audio Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Inserts an Audio Track key at the given [param time] in seconds. The [param " "track_idx] must be the index of an Audio Track.\n" "[param stream] is the [AudioStream] resource to play. [param start_offset] " "is the number of seconds cut off at the beginning of the audio stream, while " "[param end_offset] is at the ending." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at [param track_idx] will be blended " "with other animations." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the end offset of the key identified by [param key_idx] to value [param " "offset]. The [param track_idx] must be the index of an Audio Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the start offset of the key identified by [param key_idx] to value " "[param offset]. The [param track_idx] must be the index of an Audio Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the stream of the key identified by [param key_idx] to value [param " "stream]. The [param track_idx] must be the index of an Audio Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets whether the track will be blended with other animations. If [code]true[/" "code], the audio playback volume changes depending on the blend value." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the in handle of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the out handle of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the value of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Inserts a Bezier Track key at the given [param time] in seconds. The [param " "track_idx] must be the index of a Bezier Track.\n" "[param in_handle] is the left-side weight of the added Bezier curve point, " "[param out_handle] is the right-side one, while [param value] is the actual " "value at this point." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the interpolated value at the given [param time] (in seconds). The " "[param track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the in handle of the key identified by [param key_idx] to value [param " "in_handle]. The [param track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the out handle of the key identified by [param key_idx] to value [param " "out_handle]. The [param track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the value of the key identified by [param key_idx] to the given value. " "The [param track_idx] must be the index of a Bezier Track." msgstr "" #: doc/classes/Animation.xml msgid "Inserts a key in a given blend shape track. Returns the key index." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the interpolated blend shape value at the given time (in seconds). " "The [param track_idx] must be the index of a blend shape track." msgstr "" #: doc/classes/Animation.xml msgid "Clear the animation (clear all tracks and reset all)." msgstr "" #: doc/classes/Animation.xml msgid "" "Compress the animation and all its tracks in-place. This will make [method " "track_is_compressed] return [code]true[/code] once called on this " "[Animation]. Compressed tracks require less memory to be played, and are " "designed to be used for complex 3D animations (such as cutscenes) imported " "from external 3D software. Compression is lossy, but the difference is " "usually not noticeable in real world conditions.\n" "[b]Note:[/b] Compressed tracks have various limitations (such as not being " "editable from the editor), so only use compressed animations if you actually " "need them." msgstr "" #: doc/classes/Animation.xml msgid "" "Adds a new track to [param to_animation] that is a copy of the given track " "from this animation." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." msgstr "" #: doc/classes/Animation.xml msgid "Returns the amount of tracks in the animation." msgstr "" #: doc/classes/Animation.xml msgid "Returns the method name of a method track." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the arguments values to be called on a method track for a given key " "in a given track." msgstr "" #: doc/classes/Animation.xml msgid "Inserts a key in a given 3D position track. Returns the key index." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the interpolated position value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D position track." msgstr "" #: doc/classes/Animation.xml msgid "Removes a track by specifying the track index." msgstr "" #: doc/classes/Animation.xml msgid "Inserts a key in a given 3D rotation track. Returns the key index." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the interpolated rotation value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D rotation track." msgstr "" #: doc/classes/Animation.xml msgid "Inserts a key in a given 3D scale track. Returns the key index." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the interpolated scale value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D scale track." msgstr "" #: doc/classes/Animation.xml msgid "" "Finds the key index by time in a given track. Optionally, only find it if " "the approx/exact time is given." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at [param track_idx] wraps the " "interpolation loop. New tracks wrap the interpolation loop by default." msgstr "" #: doc/classes/Animation.xml msgid "Returns the interpolation type of a given track." msgstr "" #: doc/classes/Animation.xml msgid "Returns the number of keys in a given track." msgstr "" #: doc/classes/Animation.xml msgid "Returns the time at which the key is located." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GlobalScope.ease])." msgstr "" #: doc/classes/Animation.xml msgid "Returns the value of a given key in a given track." msgstr "" #: doc/classes/Animation.xml msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" #: doc/classes/Animation.xml msgid "Gets the type of a track." msgstr "" #: doc/classes/Animation.xml msgid "Inserts a generic key in a given track. Returns the key index." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track is compressed, [code]false[/code] " "otherwise. See also [method compress]." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at index [param track_idx] is enabled." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "" #: doc/classes/Animation.xml msgid "Moves a track down." msgstr "" #: doc/classes/Animation.xml msgid "" "Changes the index position of track [param track_idx] to the one defined in " "[param to_idx]." msgstr "" #: doc/classes/Animation.xml msgid "Moves a track up." msgstr "" #: doc/classes/Animation.xml msgid "Removes a key by index in a given track." msgstr "" #: doc/classes/Animation.xml msgid "Removes a key at [param time] in a given track." msgstr "" #: doc/classes/Animation.xml msgid "Enables/disables the given track. Tracks are enabled by default." msgstr "" #: doc/classes/Animation.xml msgid "Sets the given track as imported or not." msgstr "" #: doc/classes/Animation.xml msgid "" "If [code]true[/code], the track at [param track_idx] wraps the interpolation " "loop." msgstr "" #: doc/classes/Animation.xml msgid "Sets the interpolation type of a given track." msgstr "" #: doc/classes/Animation.xml msgid "Sets the time of an existing key." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GlobalScope.ease])." msgstr "" #: doc/classes/Animation.xml msgid "Sets the value of an existing key." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the path of a track. Paths must be valid scene-tree paths to a node and " "must be specified starting from the parent node of the node that will " "reproduce the animation. Tracks that control properties or bones must append " "their name after the path, separated by [code]\":\"[/code].\n" "For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/" "mesh:transform/local\"[/code]." msgstr "" #: doc/classes/Animation.xml msgid "" "Swaps the track [param track_idx]'s index position with the track [param " "with_idx]." msgstr "" #: doc/classes/Animation.xml msgid "Returns the update mode of a value track." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the interpolated value at the given time (in seconds). The [param " "track_idx] must be the index of a value track." msgstr "" #: doc/classes/Animation.xml msgid "Sets the update mode (see [enum UpdateMode]) of a value track." msgstr "" #: doc/classes/Animation.xml msgid "" "The total length of the animation (in seconds).\n" "[b]Note:[/b] Length is not delimited by the last key, as this one may be " "before or after the end to ensure correct interpolation and looping." msgstr "" #: doc/classes/Animation.xml msgid "" "Determines the behavior of both ends of the animation timeline during " "animation playback. This is used for correct interpolation of animation " "cycles, and for hinting the player that it must restart the animation." msgstr "" #: doc/classes/Animation.xml msgid "The animation step value." msgstr "" #: doc/classes/Animation.xml msgid "" "Value tracks set values in node properties, but only those which can be " "interpolated. For 3D position/rotation/scale, using the dedicated [constant " "TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " "track types instead of [constant TYPE_VALUE] is recommended for performance " "reasons." msgstr "" #: doc/classes/Animation.xml msgid "3D position track (values are stored in [Vector3]s)." msgstr "" #: doc/classes/Animation.xml msgid "3D rotation track (values are stored in [Quaternion]s)." msgstr "" #: doc/classes/Animation.xml msgid "3D scale track (values are stored in [Vector3]s)." msgstr "" #: doc/classes/Animation.xml msgid "Blend shape track." msgstr "" #: doc/classes/Animation.xml msgid "Method tracks call functions with given arguments per key." msgstr "" #: doc/classes/Animation.xml msgid "" "Bezier tracks are used to interpolate a value using custom curves. They can " "also be used to animate sub-properties of vectors and colors (e.g. alpha " "value of a [Color])." msgstr "" #: doc/classes/Animation.xml msgid "" "Audio tracks are used to play an audio stream with either type of " "[AudioStreamPlayer]. The stream can be trimmed and previewed in the " "animation." msgstr "" #: doc/classes/Animation.xml msgid "Animation tracks play animations in other [AnimationPlayer] nodes." msgstr "" #: doc/classes/Animation.xml msgid "No interpolation (nearest value)." msgstr "" #: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "Interpolazione lineare." #: doc/classes/Animation.xml msgid "" "Cubic interpolation. This looks smoother than linear interpolation, but is " "more expensive to interpolate. Stick to [constant INTERPOLATION_LINEAR] for " "complex 3D animations imported from external software, even if it requires " "using a higher animation framerate in return." msgstr "" #: doc/classes/Animation.xml msgid "" "Linear interpolation with shortest path rotation.\n" "[b]Note:[/b] The result value is always normalized and may not match the key " "value." msgstr "" #: doc/classes/Animation.xml msgid "" "Cubic interpolation with shortest path rotation.\n" "[b]Note:[/b] The result value is always normalized and may not match the key " "value." msgstr "" #: doc/classes/Animation.xml msgid "Update between keyframes and hold the value." msgstr "" #: doc/classes/Animation.xml msgid "Update at the keyframes." msgstr "" #: doc/classes/Animation.xml msgid "" "Same as linear interpolation, but also interpolates from the current value " "(i.e. dynamically at runtime) if the first key isn't at 0 seconds." msgstr "" #: doc/classes/Animation.xml msgid "At both ends of the animation, the animation will stop playing." msgstr "" #: doc/classes/Animation.xml msgid "" "At both ends of the animation, the animation will be repeated without " "changing the playback direction." msgstr "" #: doc/classes/Animation.xml msgid "Repeats playback and reverse playback at both ends of the animation." msgstr "" #: doc/classes/Animation.xml msgid "This flag indicates that the animation proceeds without any looping." msgstr "" #: doc/classes/Animation.xml msgid "" "This flag indicates that the animation has reached the end of the animation " "and just after loop processed." msgstr "" #: doc/classes/Animation.xml msgid "" "This flag indicates that the animation has reached the start of the " "animation and just after loop processed." msgstr "" #: doc/classes/Animation.xml msgid "Finds the nearest time key." msgstr "" #: doc/classes/Animation.xml msgid "Finds only the key with approximating the time." msgstr "" #: doc/classes/Animation.xml msgid "Finds only the key with matching the time." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "Container for [Animation] resources." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "An animation library stores a set of animations accessible through " "[StringName] keys, for use with [AnimationPlayer] nodes." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "Animation tutorial index" msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "Adds the [param animation] to the library, accessible by the key [param " "name]." msgstr "" #: doc/classes/AnimationLibrary.xml doc/classes/AnimationMixer.xml msgid "" "Returns the [Animation] with the key [param name]. If the animation does not " "exist, [code]null[/code] is returned and an error is logged." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "Returns the keys for the [Animation]s stored in the library." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "Returns [code]true[/code] if the library stores an [Animation] with [param " "name] as the key." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "Removes the [Animation] with the key [param name]." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "Changes the key of the [Animation] associated with the key [param name] to " "[param newname]." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "Emitted when an [Animation] is added, under the key [param name]." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "Emitted when there's a change in one of the animations, e.g. tracks are " "added, moved or have changed paths. [param name] is the key of the animation " "that was changed.\n" "See also [signal Resource.changed], which this acts as a relay for." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "Emitted when an [Animation] stored with the key [param name] is removed." msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" "Emitted when the key for an [Animation] is changed, from [param name] to " "[param to_name]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Base class for [AnimationPlayer] and [AnimationTree]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Base class for [AnimationPlayer] and [AnimationTree] to manage animation " "lists. It also has general properties and methods for playback and " "blending.\n" "After instantiating the playback information data within the extended class, " "the blending is processed by the [AnimationMixer]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "A virtual function for processing after key getting during playback." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Adds [param library] to the animation player, under the key [param name]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Manually advance the animations by the specified time (in seconds)." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "[AnimationMixer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Returns the key of [param animation] or an empty [StringName] if not found." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Returns the key for the [AnimationLibrary] that contains [param animation] " "or an empty [StringName] if not found." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Returns the first [AnimationLibrary] with key [param name] or [code]null[/" "code] if not found.\n" "To get the [AnimationPlayer]'s global animation library, use " "[code]get_animation_library(\"\")[/code]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Returns the list of stored library keys." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Returns the list of stored animation keys." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the motion delta of position with the [member root_motion_track] as " "a [Vector3] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying position to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_rotation: Quaternion\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " current_rotation = get_quaternion()\n" " state_machine.travel(\"Animate\")\n" " var velocity: Vector3 = current_rotation * animation_tree." "get_root_motion_position() / delta\n" " set_velocity(velocity)\n" " move_and_slide()\n" "[/gdscript]\n" "[/codeblocks]\n" "By using this in combination with [method " "get_root_motion_position_accumulator], you can apply the root motion " "position more correctly to account for the rotation of the node.\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " set_quaternion(get_quaternion() * animation_tree." "get_root_motion_rotation())\n" " var velocity: Vector3 = (animation_tree." "get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * " "animation_tree.get_root_motion_position() / delta\n" " set_velocity(velocity)\n" " move_and_slide()\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the blended value of the position tracks with the [member " "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "This is useful in cases where you want to respect the initial key values of " "the animation.\n" "For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] " "is played in the previous frame and then an animation with only one key " "[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference " "can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_position_accumulator: Vector3\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " var current_root_motion_position_accumulator: Vector3 = animation_tree." "get_root_motion_position_accumulator()\n" " var difference: Vector3 = current_root_motion_position_accumulator - " "prev_root_motion_position_accumulator\n" " prev_root_motion_position_accumulator = " "current_root_motion_position_accumulator\n" " transform.origin += difference\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the motion delta of rotation with the [member root_motion_track] as " "a [Quaternion] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying rotation to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " set_quaternion(get_quaternion() * animation_tree." "get_root_motion_rotation())\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the blended value of the rotation tracks with the [member " "root_motion_track] as a [Quaternion] that can be used elsewhere.\n" "This is necessary to apply the root motion position correctly, taking " "rotation into account. See also [method get_root_motion_position].\n" "Also, this is useful in cases where you want to respect the initial key " "values of the animation.\n" "For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/" "code] is played in the previous frame and then an animation with only one " "key [code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, " "the difference can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_rotation_accumulator: Quaternion\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " var current_root_motion_rotation_accumulator: Quaternion = " "animation_tree.get_root_motion_Quaternion_accumulator()\n" " var difference: Quaternion = prev_root_motion_rotation_accumulator." "inverse() * current_root_motion_rotation_accumulator\n" " prev_root_motion_rotation_accumulator = " "current_root_motion_rotation_accumulator\n" " transform.basis *= difference\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the motion delta of scale with the [member root_motion_track] as a " "[Vector3] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying scale to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_scale: Vector3 = Vector3(1, 1, 1)\n" "var scale_accum: Vector3 = Vector3(1, 1, 1)\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " current_scale = get_scale()\n" " scale_accum = Vector3(1, 1, 1)\n" " state_machine.travel(\"Animate\")\n" " scale_accum += animation_tree.get_root_motion_scale()\n" " set_scale(current_scale * scale_accum)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the blended value of the scale tracks with the [member " "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] " "is played in the previous frame and then an animation with only one key " "[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference " "can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_scale_accumulator: Vector3\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " var current_root_motion_scale_accumulator: Vector3 = animation_tree." "get_root_motion_scale_accumulator()\n" " var difference: Vector3 = current_root_motion_scale_accumulator - " "prev_root_motion_scale_accumulator\n" " prev_root_motion_scale_accumulator = " "current_root_motion_scale_accumulator\n" " transform.basis = transform.basis.scaled(difference)\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] " "with key [param name]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Returns [code]true[/code] if the [AnimationPlayer] stores an " "[AnimationLibrary] with key [param name]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Removes the [AnimationLibrary] associated with the key [param name]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Moves the [AnimationLibrary] associated with the key [param name] to the key " "[param newname]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "If [code]true[/code], the [AnimationMixer] will be processing." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "The number of possible simultaneous sounds for each of the assigned " "AudioStreamPlayers.\n" "For example, if this value is [code]32[/code] and the animation has two " "audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously " "up to [code]32[/code] voices each." msgstr "" #: doc/classes/AnimationMixer.xml msgid "The call mode to use for Call Method tracks." msgstr "" #: doc/classes/AnimationMixer.xml msgid "The process notification in which to update animations." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "If [code]true[/code], the blending uses the deterministic algorithm. The " "total weight is not normalized and the result is accumulated with an initial " "value ([code]0[/code] or a [code]\"RESET\"[/code] animation if present).\n" "This means that if the total amount of blending is [code]0.0[/code], the " "result is equal to the [code]\"RESET\"[/code] animation.\n" "If the number of tracks between the blended animations is different, the " "animation with the missing track is treated as if it had the initial value.\n" "If [code]false[/code], The blend does not use the deterministic algorithm. " "The total weight is normalized and always [code]1.0[/code]. If the number of " "tracks between the blended animations is different, nothing is done about " "the animation that is missing a track.\n" "[b]Note:[/b] In [AnimationTree], the blending with [AnimationNodeAdd2], " "[AnimationNodeAdd3], [AnimationNodeSub2] or the weight greater than " "[code]1.0[/code] may produce unexpected results.\n" "For example, if [AnimationNodeAdd2] blends two nodes with the amount " "[code]1.0[/code], then total weight is [code]2.0[/code] but it will be " "normalized to make the total amount [code]1.0[/code] and the result will be " "equal to [AnimationNodeBlend2] with the amount [code]0.5[/code]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "This is used by the editor. If set to [code]true[/code], the scene will be " "saved with the effects of the reset animation (the animation with the key " "[code]\"RESET\"[/code]) applied as if it had been seeked to time 0, with the " "editor keeping the values that the scene had before saving.\n" "This makes it more convenient to preview and edit animations in the editor, " "as changes to the scene will not be saved as long as they are set in the " "reset animation." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "The path to the Animation track used for root motion. Paths must be valid " "scene-tree paths to a node, and must be specified starting from the parent " "node of the node that will reproduce the animation. To specify a track that " "controls properties or bones, append its name after the path, separated by " "[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] " "or [code]\"character/mesh:transform/local\"[/code].\n" "If the track has type [constant Animation.TYPE_POSITION_3D], [constant " "Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the " "transformation will be canceled visually, and the animation will appear to " "stay in place. See also [method get_root_motion_position], [method " "get_root_motion_rotation], [method get_root_motion_scale] and " "[RootMotionView]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "The node from which node path references will travel." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Notifies when an animation finished playing.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Notifies when the animation libraries have changed." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Notifies when an animation list is changed." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Notifies when an animation starts playing." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Notifies when the caches have been cleared, either automatically, or " "manually via [method clear_caches]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Editor only. Notifies when the property have been updated to update dummy " "[AnimationPlayer] in animation player editor." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Process animation during physics frames (see [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when " "animating physics bodies." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Process animation during process frames (see [constant Node." "NOTIFICATION_INTERNAL_PROCESS])." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Batch method calls during the animation process, then do the calls after " "events are processed. This avoids bugs involving deleting nodes or modifying " "the AnimationPlayer while playing." msgstr "" #: doc/classes/AnimationMixer.xml msgid "Make method calls immediately when reached in the animation." msgstr "" #: doc/classes/AnimationNode.xml msgid "Base class for [AnimationTree] nodes. Not related to scene nodes." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Base resource for [AnimationTree] nodes. In general, it's not used directly, " "but you can create custom ones with custom blending formulas.\n" "Inherit this when creating animation nodes mainly for use in " "[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used " "instead." msgstr "" #: doc/classes/AnimationNode.xml doc/classes/AnimationNodeAdd2.xml #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml #: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeBlendTree.xml doc/classes/AnimationNodeOneShot.xml #: doc/classes/AnimationNodeOutput.xml #: doc/classes/AnimationNodeStateMachine.xml #: doc/classes/AnimationNodeStateMachinePlayback.xml #: doc/classes/AnimationNodeStateMachineTransition.xml #: doc/classes/AnimationNodeSync.xml doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTimeSeek.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationRootNode.xml #: doc/classes/AnimationTree.xml msgid "Using AnimationTree" msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "override the text caption for this animation node." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a child animation node by its [param name]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return the default value of a [param parameter]. Parameters are custom local " "memory used for your animation nodes, given a resource can be reused in " "multiple trees." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a list of the properties on this animation node. Parameters are " "custom local memory used for your animation nodes, given a resource can be " "reused in multiple trees. Format is similar to [method Object." "get_property_list]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the blend tree editor should display filter editing on this " "animation node." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the [param parameter] is read-only. Parameters are custom " "local memory used for your animation nodes, given a resource can be reused " "in multiple trees." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "run some code when this animation node is processed. The [param time] " "parameter is a relative delta, unless [param seek] is [code]true[/code], in " "which case it is absolute.\n" "Here, call the [method blend_input], [method blend_node] or [method " "blend_animation] functions. You can also use [method get_parameter] and " "[method set_parameter] to modify local memory.\n" "This function should return the time left for the current animation to " "finish (if unsure, pass the value from the main blend being called)." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Adds an input to the animation node. This is only useful for animation nodes " "created for use in an [AnimationNodeBlendTree]. If the addition fails, " "returns [code]false[/code]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Blend an animation by [param blend] amount (name must be valid in the linked " "[AnimationPlayer]). A [param time] and [param delta] may be passed, as well " "as whether [param seeked] happened.\n" "A [param looped_flag] is used by internal processing immediately after the " "loop. See also [enum Animation.LoopedFlag]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Blend an input. This is only useful for animation nodes created for an " "[AnimationNodeBlendTree]. The [param time] parameter is a relative delta, " "unless [param seek] is [code]true[/code], in which case it is absolute. A " "filter mode may be optionally passed (see [enum FilterAction] for options)." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " "[AnimationRootNode] instead, otherwise editors will not display your " "animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Returns the input index which corresponds to [param name]. If not found, " "returns [code]-1[/code]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Amount of inputs in this animation node, only useful for animation nodes " "that go into [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNode.xml msgid "Gets the name of an input by index." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Gets the value of a parameter. Parameters are custom local memory used for " "your animation nodes, given a resource can be reused in multiple trees." msgstr "" #: doc/classes/AnimationNode.xml msgid "Returns whether the given path is filtered." msgstr "" #: doc/classes/AnimationNode.xml msgid "Removes an input, call this only when inactive." msgstr "" #: doc/classes/AnimationNode.xml msgid "Adds or removes a path for the filter." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Sets the name of the input at the given [param input] index. If the setting " "fails, returns [code]false[/code]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "" #: doc/classes/AnimationNode.xml msgid "If [code]true[/code], filtering is enabled." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation nodes removes. The animation nodes that emit " "this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation node names changes. The animation nodes that " "emit this signal are [AnimationNodeBlendSpace1D], " "[AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], and " "[AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation nodes changes. The animation nodes that emit " "this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], [AnimationNodeBlendTree] and " "[AnimationNodeTransition]." msgstr "" #: doc/classes/AnimationNode.xml msgid "Do not use filtering." msgstr "" #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be allowed to pass." msgstr "" #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be discarded." msgstr "" #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be blended (by the blend value)." msgstr "" #: doc/classes/AnimationNodeAdd2.xml msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeAdd2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "additively based on the amount value.\n" "If the amount is greater than [code]1.0[/code], the animation connected to " "\"in\" port is blended with the amplified animation connected to \"add\" " "port.\n" "If the amount is less than [code]0.0[/code], the animation connected to " "\"in\" port is blended with the inverted animation connected to \"add\" port." msgstr "" #: doc/classes/AnimationNodeAdd3.xml msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeAdd3.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " "of three additively out of three based on the amount value.\n" "This animation node has three inputs:\n" "- The base animation to add to\n" "- A \"-add\" animation to blend with when the blend amount is negative\n" "- A \"+add\" animation to blend with when the blend amount is positive\n" "If the absolute value of the amount is greater than [code]1.0[/code], the " "animation connected to \"in\" port is blended with the amplified animation " "connected to \"-add\"/\"+add\" port." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "An input animation for an [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Only has one output port " "using the [member animation] property. Used as an input for [AnimationNode]s " "that blend animations together." msgstr "" #: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeOutput.xml doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/Area3D.xml #: doc/classes/Basis.xml doc/classes/BoxShape3D.xml #: doc/classes/CharacterBody3D.xml doc/classes/CollisionShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/Mesh.xml #: doc/classes/MeshInstance3D.xml doc/classes/MeshLibrary.xml #: doc/classes/ProjectSettings.xml doc/classes/Transform3D.xml msgid "3D Platformer Demo" msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "Determines the playback direction of the animation." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "Plays animation in forward direction." msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "Plays animation in backward direction." msgstr "" #: doc/classes/AnimationNodeBlend2.xml msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeBlend2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "linearly based on the amount value.\n" "In general, the blend value should be in the [code][0.0, 1.0][/code] range. " "Values outside of this range can blend amplified or inverted animations, " "however, [AnimationNodeAdd2] works better for this purpose." msgstr "" #: doc/classes/AnimationNodeBlend3.xml msgid "" "Blends two of three animations linearly inside of an " "[AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeBlend3.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " "of three linearly out of three based on the amount value.\n" "This animation node has three inputs:\n" "- The base animation to blend with\n" "- A \"-blend\" animation to blend with when the blend amount is negative " "value\n" "- A \"+blend\" animation to blend with when the blend amount is positive " "value\n" "In general, the blend value should be in the [code][-1.0, 1.0][/code] range. " "Values outside of this range can blend amplified animations, however, " "[AnimationNodeAdd3] works better for this purpose." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "A set of [AnimationRootNode]s placed on a virtual axis, crossfading between " "the two adjacent ones. Used by [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace1D] represents a virtual axis on which any type of " "[AnimationRootNode]s can be added using [method add_blend_point]. Outputs " "the linear blend of the two [AnimationRootNode]s adjacent to the current " "value.\n" "You can set the extents of the axis with [member min_space] and [member " "max_space]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Adds a new point that represents a [param node] on the virtual axis at a " "given position set by [param pos]. You can insert it at a specific index " "using the [param at_index] argument. If you use the default value for [param " "at_index], the point is inserted at the end of the blend points array." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Returns the number of points on the blend axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Returns the [AnimationNode] referenced by the point at index [param point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the position of the point at index [param point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Removes the point at index [param point] from the blend axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Changes the [AnimationNode] referenced by the point at index [param point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Updates the position of the point at index [param point] on the blend axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Controls the interpolation between animations. See [enum BlendMode] " "constants." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Position increment to snap to when moving a point on the axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml doc/classes/AnimationNodeSync.xml msgid "" "If [code]false[/code], the blended animations' frame are stopped when the " "blend value is [code]0[/code].\n" "If [code]true[/code], forcing the blended animations to advance frame." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Label of the virtual axis of the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "The interpolation between animations is linear." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space plays the animation of the animation node which blending " "position is closest to. Useful for frame-by-frame 2D animations." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "A set of [AnimationRootNode]s placed on 2D coordinates, crossfading between " "the three adjacent ones. Used by [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace1D] represents a virtual 2D space on which " "[AnimationRootNode]s are placed. Outputs the linear blend of the three " "adjacent animations using a [Vector2] weight. Adjacent in this context means " "the three [AnimationRootNode]s making up the triangle that contains the " "current value.\n" "You can add vertices to the blend space with [method add_blend_point] and " "automatically triangulate it by setting [member auto_triangles] to " "[code]true[/code]. Otherwise, use [method add_triangle] and [method " "remove_triangle] to triangulate the blend space by hand." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Adds a new point that represents a [param node] at the position set by " "[param pos]. You can insert it at a specific index using the [param " "at_index] argument. If you use the default value for [param at_index], the " "point is inserted at the end of the blend points array." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Creates a new triangle using three points [param x], [param y], and [param " "z]. Triangles can overlap. You can insert the triangle at a specific index " "using the [param at_index] argument. If you use the default value for [param " "at_index], the point is inserted at the end of the blend points array." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of points in the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the [AnimationRootNode] referenced by the point at index [param " "point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of triangles in the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the position of the point at index [param point] in the triangle of " "index [param triangle]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Removes the point at index [param point] from the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Removes the triangle at index [param triangle] from the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "If [code]true[/code], the blend space is triangulated automatically. The " "mesh updates every time you add or remove points with [method " "add_blend_point] and [method remove_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Position increment to snap to when moving a point." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's X axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's Y axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Emitted every time the blend space's triangles are created, removed, or when " "one of their vertices changes position." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "A sub-tree of many type [AnimationNode]s used for complex animations. Used " "by [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "This animation node may contain a sub-tree of any other type animation " "nodes, such as [AnimationNodeTransition], [AnimationNodeBlend2], " "[AnimationNodeBlend3], [AnimationNodeOneShot], etc. This is one of the most " "commonly used animation node roots.\n" "An [AnimationNodeOutput] node named [code]output[/code] is created by " "default." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Adds an [AnimationNode] at the given [param position]. The [param name] is " "used to identify the created sub animation node later." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [param input_index]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Disconnects the animation node connected to the specified input." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Returns the sub animation node with the specified [param name]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns the position of the sub animation node with the specified [param " "name]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns [code]true[/code] if a sub animation node with specified [param " "name] exists." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Removes a sub animation node." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Changes the name of a sub animation node." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Modifies the position of a sub animation node." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The global offset of all sub animation nodes." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Emitted when the input port information is changed." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The connection was successful." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The input node is [code]null[/code]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified input port is out of range." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The output node is [code]null[/code]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Input and output nodes are the same." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified connection already exists." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "Plays an animation once in an [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. This animation node will " "execute a sub-animation and return once it finishes. Blend times for fading " "in and out can be customized, as well as filters.\n" "After setting the request and changing the animation playback, the one-shot " "node automatically clears the request on the next process frame by setting " "its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_FIRE)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." "ONE_SHOT_REQUEST_FIRE\n" "\n" "# Abort child animation connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_ABORT)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." "ONE_SHOT_REQUEST_ABORT\n" "\n" "# Abort child animation with fading out connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_FADE_OUT)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." "ONE_SHOT_REQUEST_FADE_OUT\n" "\n" "# Get current state (read-only).\n" "animation_tree.get(\"parameters/OneShot/active\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/active\"]\n" "\n" "# Get current internal state (read-only).\n" "animation_tree.get(\"parameters/OneShot/internal_active\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/internal_active\"]\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot." "OneShotRequest.Fire);\n" "\n" "// Abort child animation connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot." "OneShotRequest.Abort);\n" "\n" "// Abort child animation with fading out connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot." "OneShotRequest.FadeOut);\n" "\n" "// Get current state (read-only).\n" "animationTree.Get(\"parameters/OneShot/active\");\n" "\n" "// Get current internal state (read-only).\n" "animationTree.Get(\"parameters/OneShot/internal_active\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing.\n" "In other words, to start auto restarting, the animation must be played once " "with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant " "ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not " "disable the [member autorestart] itself. So, the [constant " "ONE_SHOT_REQUEST_FIRE] request will start auto restarting again." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "If [member autorestart] is [code]true[/code], a random additional delay (in " "seconds) between 0 and this value will be added to [member " "autorestart_delay]." msgstr "" #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeTransition.xml msgid "" "Determines how cross-fading between animations is eased. If empty, the " "transition will be linear." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 0 second " "and ends at 1 second during the animation." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 4 second " "and ends at 5 second during the animation." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The blend type." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The default state of the request. Nothing is done." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The request to play the animation connected to \"shot\" port." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The request to stop the animation connected to \"shot\" port." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The request to fade out the animation connected to \"shot\" port." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "Blends two animations. See also [AnimationNodeBlend2]." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "Blends two animations additively. See also [AnimationNodeAdd2]." msgstr "" #: doc/classes/AnimationNodeOutput.xml msgid "The animation output node of an [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeOutput.xml msgid "" "A node created automatically in an [AnimationNodeBlendTree] that outputs the " "final animation." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "A state machine with multiple [AnimationRootNode]s, used by [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Contains multiple [AnimationRootNode]s representing animation states, " "connected in a graph. State transitions can be configured to happen " "automatically or via code, using a shortest-path algorithm. Retrieve the " "[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to " "control it programmatically.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = GetNode(\"AnimationTree\")." "Get(\"parameters/playback\") as AnimationNodeStateMachinePlayback;\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Adds a new animation node to the graph. The [param position] is used for " "display in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Adds a transition between the given animation nodes." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the animation node with the given name." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given animation node's name." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns the given animation node's coordinates. Used for display in the " "editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the number of connections in the graph." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's start node." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's end node." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns [code]true[/code] if the graph contains the given animation node." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns [code]true[/code] if there is a transition between the given " "animation nodes." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given animation node from the graph." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the transition between the two specified animation nodes." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given transition by index." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Renames the given animation node." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the animation node's coordinates. Used for display in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "If [code]true[/code], allows teleport to the self state with [method " "AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled " "in [method AnimationNodeStateMachinePlayback.travel], the animation is " "restarted. If [code]false[/code], nothing happens on the teleportation to " "the self state." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "If [code]true[/code], treat the cross-fade to the start and end nodes as a " "blend with the RESET animation.\n" "In most cases, when additional cross-fades are performed in the parent " "[AnimationNode] of the state machine, setting this property to [code]false[/" "code] and matching the cross-fade time of the parent [AnimationNode] and the " "state machine's start node and end node gives good results." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "This property can define the process of transitions for different use cases. " "See also [enum AnimationNodeStateMachine.StateMachineType]." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Seeking to the beginning is treated as playing from the start state. " "Transition to the end state is treated as exiting the state machine." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Seeking to the beginning is treated as seeking to the beginning of the " "animation in the current state. Transition to the end state, or the absence " "of transitions in each state, is treated as exiting the state machine." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "This is a grouped state machine that can be controlled from a parent state " "machine. It does not work independently. There must be a state machine with " "[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " "[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Provides playback control for an [AnimationNodeStateMachine]." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Allows control of [AnimationTree] state machines created with " "[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree." "get(\"parameters/playback\")[/code].\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = GetNode(\"AnimationTree\")." "Get(\"parameters/playback\").As();\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the current state length.\n" "[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as " "well as animations. This means that there can be multiple animations within " "a single state. Which animation length has priority depends on the nodes " "connected inside it. Also, if a transition does not reset, the remaining " "length at that point will be returned." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the currently playing animation state.\n" "[b]Note:[/b] When using a cross-fade, the current state changes to the next " "state immediately after the cross-fade begins." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the playback position within the current animation state." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the starting state of currently fading animation." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns [code]true[/code] if an animation is playing." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "If there is a next path by travel or auto advance, immediately transitions " "from the current state to the next state." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Starts playing the given animation.\n" "If [param reset] is [code]true[/code], the animation is played from the " "beginning." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Stops the currently playing animation." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Transitions from the current state to another one, following the shortest " "path.\n" "If the path does not connect from the current state, the animation will play " "after the state teleports.\n" "If [param reset_on_teleport] is [code]true[/code], the animation is played " "from the beginning when the travel cause a teleportation." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "A transition within an [AnimationNodeStateMachine] connecting two " "[AnimationRootNode]s." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "The path generated when using [method AnimationNodeStateMachinePlayback." "travel] is limited to the nodes connected by " "[AnimationNodeStateMachineTransition].\n" "You can set the timing and conditions of the transition in detail." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " "from code (see [url=$DOCS_URL/tutorials/animation/animation_tree." "html#controlling-from-code]Using AnimationTree[/url]). For example, if " "[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and " "[member advance_condition] is set to [code]\"idle\"[/code]:\n" "[codeblocks]\n" "[gdscript]\n" "$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and " "(linear_velocity.x == 0))\n" "[/gdscript]\n" "[csharp]\n" "GetNode(\"animation_tree\").Set(\"parameters/conditions/" "idle\", IsOnFloor && (LinearVelocity.X == 0));\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Use an expression as a condition for state machine transitions. It is " "possible to create complex animation advance conditions for switching " "between states and gives much greater flexibility for creating complex state " "machines by directly interfacing with the script code." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Determines whether the transition should disabled, enabled when using " "[method AnimationNodeStateMachinePlayback.travel], or traversed " "automatically if the [member advance_condition] and [member " "advance_expression] checks are true (if assigned)." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Lower priority transitions are preferred when travelling through the tree " "via [method AnimationNodeStateMachinePlayback.travel] or [member " "advance_mode] is set to [constant ADVANCE_MODE_AUTO]." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "If [code]true[/code], the destination animation is played back from the " "beginning when switched." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "The transition type." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Ease curve for better control over cross-fade between this state and the " "next." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "The time to cross-fade between this state and the next." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "Emitted when [member advance_condition] is changed." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately, but will seek the new state to the " "playback position of the old state." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Wait for the current state playback to end, then switch to the beginning of " "the next state animation." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "Don't use this transition." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Only use this transition during [method AnimationNodeStateMachinePlayback." "travel]." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Automatically use this transition if the [member advance_condition] and " "[member advance_expression] checks are true (if assigned)." msgstr "" #: doc/classes/AnimationNodeSub2.xml msgid "" "Blends two animations subtractively inside of an [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeSub2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "subtractively based on the amount value.\n" "This animation node is usually used for pre-calculation to cancel out any " "extra poses from the animation for the \"add\" animation source in " "[AnimationNodeAdd2] or [AnimationNodeAdd3].\n" "In general, the blend value should be in the [code][0.0, 1.0][/code] range, " "but values outside of this range can be used for amplified or inverted " "animations.\n" "[b]Note:[/b] This calculation is different from using a negative value in " "[AnimationNodeAdd2], since the transformation matrices do not satisfy the " "commutative law. [AnimationNodeSub2] multiplies the transformation matrix of " "the inverted animation from the left side, while negative " "[AnimationNodeAdd2] multiplies it from the right side." msgstr "" #: doc/classes/AnimationNodeSub2.xml msgid "AnimationTree" msgstr "" #: doc/classes/AnimationNodeSync.xml msgid "" "Base class for [AnimationNode]s with more than two input ports that must be " "synchronized." msgstr "" #: doc/classes/AnimationNodeSync.xml msgid "" "An animation node used to combine, mix, or blend two or more animations " "together while keeping them synchronized within an [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "A time-scaling animation node used in [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" "Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" #: doc/classes/AnimationNodeTimeSeek.xml msgid "A time-seeking animation node used in [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeTimeSeek.xml msgid "" "This animation node can be used to cause a seek command to happen to any sub-" "children of the animation graph. Use to play an [Animation] from the start " "or a certain playback position inside the [AnimationNodeBlendTree].\n" "After setting the time and changing the animation playback, the time seek " "node automatically goes into sleep mode on the next process frame by setting " "its [code]seek_request[/code] value to [code]-1.0[/code].\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation from the start.\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n" "\n" "# Play child animation from 12 second timestamp.\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation from the start.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n" "\n" "// Play child animation from 12 second timestamp.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "A transition within an [AnimationTree] connecting two [AnimationNode]s." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "Simple state machine for cases which don't require a more advanced " "[AnimationNodeStateMachine]. Animations can be connected to the inputs and " "transition times can be specified.\n" "After setting the request and changing the animation playback, the " "transition node automatically clears the request on the next process frame " "by setting its [code]transition_request[/code] value to empty.\n" "[b]Note:[/b] When using a cross-fade, [code]current_state[/code] and " "[code]current_index[/code] change to the next state immediately after the " "cross-fade begins.\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation connected to \"state_2\" port.\n" "animation_tree.set(\"parameters/Transition/transition_request\", " "\"state_2\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n" "\n" "# Get current state name (read-only).\n" "animation_tree.get(\"parameters/Transition/current_state\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/current_state\"]\n" "\n" "# Get current state index (read-only).\n" "animation_tree.get(\"parameters/Transition/current_index\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/current_index\"]\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation connected to \"state_2\" port.\n" "animationTree.Set(\"parameters/Transition/transition_request\", " "\"state_2\");\n" "\n" "// Get current state name (read-only).\n" "animationTree.Get(\"parameters/Transition/current_state\");\n" "\n" "// Get current state index (read-only).\n" "animationTree.Get(\"parameters/Transition/current_index\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "Returns whether the animation restarts when the animation transitions from " "the other animation." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "Returns [code]true[/code] if auto-advance is enabled for the given [param " "input] index." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "Enables or disables auto-advance for the given [param input] index. If " "enabled, state changes to the next input after playing the animation once. " "If enabled for the last input state, it loops to the first." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "If [code]true[/code], the destination animation is restarted when the " "animation transitions." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "If [code]true[/code], allows transition to the self state. When the reset " "option is enabled in input, the animation is restarted. If [code]false[/" "code], nothing happens on the transition to the self state." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "The number of enabled input ports for this animation node." msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "Cross-fading time (in seconds) between each animation connected to the " "inputs." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "A node used for animation playback." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "An animation player is used for general-purpose playback of animations. It " "contains a dictionary of [AnimationLibrary] resources and custom blend times " "between animation transitions.\n" "Some methods and properties use a single key to reference an animation " "directly. These keys are formatted as the key for the library, followed by a " "forward slash, then the key for the animation within the library, for " "example [code]\"movement/run\"[/code]. If the library's key is an empty " "string (known as the default library), the forward slash is omitted, being " "the same key used by the library.\n" "[AnimationPlayer] is better-suited than [Tween] for more complex animations, " "for example ones with non-trivial timings. It can also be used over [Tween] " "if the animation track editor is more convenient than doing it in code.\n" "Updating the target properties of animations occurs at the process frame." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Returns the key of the animation which is queued to play after the [param " "animation_from] animation." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Triggers the [param animation_to] animation when the [param animation_from] " "animation completes." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Clears all queued, unplayed animations." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Returns the blend time (in seconds) between two animations, referenced by " "their keys." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "For backward compatibility. See [enum AnimationMixer." "AnimationCallbackModeMethod]." msgstr "" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "" "For backward compatibility. See [enum AnimationMixer." "AnimationCallbackModeProcess]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Returns a list of the animation keys that are currently queued to play." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "For backward compatibility. See [member AnimationMixer.root_node]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Pauses the currently playing animation. The [member " "current_animation_position] will be kept and calling [method play] or " "[method play_backwards] without arguments or with the same animation name as " "[member assigned_animation] will resume the animation.\n" "See also [method stop]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name]. Custom blend times and speed can " "be set.\n" "The [param from_end] option only affects when switching to a new animation " "track, or if the same track but at the start or end. It does not affect " "resuming playback that was paused in the middle of an animation. If [param " "custom_speed] is negative and [param from_end] is [code]true[/code], the " "animation will play backwards (which is equivalent to calling [method " "play_backwards]).\n" "The [AnimationPlayer] keeps track of its current or last played animation " "with [member assigned_animation]. If this method is called with that same " "animation [param name], or with no [param name] parameter, the assigned " "animation will resume playing if it was paused.\n" "[b]Note:[/b] The animation will be updated the next time the " "[AnimationPlayer] is processed. If other variables are updated at the same " "time this is called, they may be updated too early. To perform the update " "immediately, call [code]advance(0)[/code]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Queues an animation for playback once the current one is done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued " "animation will never play unless the looped animation is stopped somehow." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Seeks the animation to the [param seconds] point in time (in seconds). If " "[param update] is [code]true[/code], the animation updates too, otherwise it " "updates at process time. Events between the current frame and [param " "seconds] are skipped.\n" "If [param update_only] is true, the method / audio / animation playback " "tracks will not be processed.\n" "[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " "AnimationMixer.animation_finished]. If you want to skip animation and emit " "the signal, use [method AnimationMixer.advance]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their keys." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" "code]. See also [method pause].\n" "If [param keep_state] is [code]true[/code], the animation state is not " "updated visually.\n" "[b]Note:[/b] The method / audio / animation playback tracks will not be " "processed by this method." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "If playing, the current animation's key, otherwise, the animation last " "played. When set, this changes the animation, but will not play it unless " "already playing. See also [member current_animation]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "The key of the currently playing animation. If no animation is playing, the " "property's value is an empty string. Changing this value does not restart " "the animation. See [method play] for more information on playing " "animations.\n" "[b]Note:[/b] While this property appears in the Inspector, it's not meant to " "be edited, and it's not saved in the scene. This property is mainly used to " "get the currently playing animation, and internally for animation playback " "tracks. For more information, see [Animation]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "The length (in seconds) of the currently playing animation." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "The position (in seconds) of the currently playing animation." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "If [code]true[/code] and the engine is running in Movie Maker mode (see " "[MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an " "animation is done playing in this [AnimationPlayer]. A message is printed " "when the engine quits for this reason.\n" "[b]Note:[/b] This obeys the same logic as the [signal AnimationMixer." "animation_finished] signal, so it will not quit the engine if the animation " "is set to be looping." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Emitted when a queued animation plays after the previous animation finished. " "See also [method AnimationPlayer.queue].\n" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method AnimationPlayer.play] or by an [AnimationTree]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Emitted when [member current_animation] changes." msgstr "" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "" "For backward compatibility. See [constant AnimationMixer." "ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." msgstr "" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "" "For backward compatibility. See [constant AnimationMixer." "ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." msgstr "" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "" "For backward compatibility. See [constant AnimationMixer." "ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "For backward compatibility. See [constant AnimationMixer." "ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "For backward compatibility. See [constant AnimationMixer." "ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." msgstr "" #: doc/classes/AnimationRootNode.xml msgid "" "Base class for [AnimationNode]s that hold one or multiple composite " "animations. Usually used for [member AnimationTree.tree_root]." msgstr "" #: doc/classes/AnimationRootNode.xml msgid "" "[AnimationRootNode] is a base class for [AnimationNode]s that hold a " "complete animation. A complete animation refers to the output of an " "[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of " "another [AnimationRootNode]. Used for [member AnimationTree.tree_root] or in " "other [AnimationRootNode]s.\n" "Examples of built-in root nodes include [AnimationNodeBlendTree] (allows " "blending nodes between each other using various modes), " "[AnimationNodeStateMachine] (allows to configure blending and transitions " "between nodes using a state machine pattern), [AnimationNodeBlendSpace2D] " "(allows linear blending between [b]three[/b] [AnimationNode]s), " "[AnimationNodeBlendSpace1D] (allows linear blending only between [b]two[/b] " "[AnimationNode]s)." msgstr "" #: doc/classes/AnimationTree.xml msgid "A node used for advanced animation transitions in an [AnimationPlayer]." msgstr "" #: doc/classes/AnimationTree.xml msgid "" "A node used for advanced animation transitions in an [AnimationPlayer].\n" "[b]Note:[/b] When linked with an [AnimationPlayer], several properties and " "methods of the corresponding [AnimationPlayer] will not function as " "expected. Playback and transitions should be handled using only the " "[AnimationTree] and its constituent [AnimationNode](s). The " "[AnimationPlayer] node should be used solely for adding, deleting, and " "editing animations." msgstr "" #: doc/classes/AnimationTree.xml msgid "" "The path to the [Node] used to evaluate the [AnimationNode] [Expression] if " "one is not explicitly specified internally." msgstr "" #: doc/classes/AnimationTree.xml msgid "The path to the [AnimationPlayer] used for animating." msgstr "" #: doc/classes/AnimationTree.xml msgid "" "The root animation node of this [AnimationTree]. See [AnimationRootNode]." msgstr "" #: doc/classes/AnimationTree.xml msgid "Emitted when the [member anim_player] is changed." msgstr "" #: doc/classes/Area2D.xml msgid "" "A region of 2D space that detects other [CollisionObject2D]s entering or " "exiting it." msgstr "" #: doc/classes/Area2D.xml msgid "" "[Area2D] is a region of 2D space defined by one or multiple " "[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when " "other [CollisionObject2D]s enter or exit it, and it also keeps track of " "which collision objects haven't exited it yet (i.e. which one are " "overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "Using Area2D" msgstr "" #: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml #: doc/classes/RectangleShape2D.xml msgid "2D Pong Demo" msgstr "" #: doc/classes/Area2D.xml doc/classes/Camera2D.xml #: doc/classes/CharacterBody2D.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Platformer Demo" msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns a list of intersecting [Area2D]s. The overlapping area's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The " "overlapping body's [member CollisionObject2D.collision_layer] must be part " "of this area's [member CollisionObject2D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns " "[code]false[/code]. The overlapping area's [member CollisionObject2D." "collision_layer] must be part of this area's [member CollisionObject2D." "collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping areas is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or " "[TileMap]s, otherwise returns [code]false[/code]. The overlapping body's " "[member CollisionObject2D.collision_layer] must be part of this area's " "[member CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns [code]true[/code] if the given [Area2D] intersects or overlaps this " "[Area2D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, the list of overlaps is updated once per frame and before " "the physics step. Consider using signals instead." msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns [code]true[/code] if the given physics body intersects or overlaps " "this [Area2D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [param body] argument can either be a [PhysicsBody2D] or a [TileMap] " "instance. While TileMaps are not physics bodies themselves, they register " "their tiles with collision shapes as a virtual physics body." msgstr "" #: doc/classes/Area2D.xml msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "Override mode for angular damping calculations within this area. See [enum " "SpaceOverride] for possible values." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "The name of the area's audio bus." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "" #: doc/classes/Area2D.xml msgid "" "The area's gravity intensity (in pixels per second squared). This value " "multiplies the gravity direction. This is useful to alter the force of " "gravity without altering its direction." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "The area's gravity vector (not normalized)." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "If [code]true[/code], gravity is calculated from a point (set via [member " "gravity_point_center]). See also [member gravity_space_override]." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "If gravity is a point (see [member gravity_point]), this will be the point " "of attraction." msgstr "" #: doc/classes/Area2D.xml msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " "example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/" "s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " "gravity will have falloff according to the inverse square law, so in the " "example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice " "the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half " "the distance, 4x the gravity), and so on.\n" "The above is true only when the unit distance is a positive number. When " "this is set to 0.0, the gravity will be constant regardless of distance." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "Override mode for gravity calculations within this area. See [enum " "SpaceOverride] for possible values." msgstr "" #: doc/classes/Area2D.xml msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "Override mode for linear damping calculations within this area. See [enum " "SpaceOverride] for possible values." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "" #: doc/classes/Area2D.xml msgid "" "The area's priority. Higher priority areas are processed first. The " "[World2D]'s physics is always processed last, after all areas." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "Emitted when the received [param area] enters this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "Emitted when the received [param area] exits this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when a [Shape2D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param area_shape_index] contain indices of " "the interacting shapes from this area and the other area, respectively. " "[param area_rid] contains the [RID] of the other area. These values can be " "used with the [PhysicsServer2D].\n" "[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape " "index:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when a [Shape2D] of the received [param area] exits a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "See also [signal area_shape_entered]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when the received [param body] enters this area. [param body] can be " "a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " "has collision shapes configured. Requires [member monitoring] to be set to " "[code]true[/code]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when the received [param body] exits this area. [param body] can be " "a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " "has collision shapes configured. Requires [member monitoring] to be set to " "[code]true[/code]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when a [Shape2D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " "detected if their [TileSet] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param body_shape_index] contain indices of " "the interacting shapes from this area and the interacting body, " "respectively. [param body_rid] contains the [RID] of the body. These values " "can be used with the [PhysicsServer2D].\n" "[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape " "index:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when a [Shape2D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " "detected if their [TileSet] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "See also [signal body_shape_entered]." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "This area does not affect gravity/damping." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any " "lower priority areas." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" #: doc/classes/Area3D.xml msgid "" "A region of 3D space that detects other [CollisionObject3D]s entering or " "exiting it." msgstr "" #: doc/classes/Area3D.xml msgid "" "[Area3D] is a region of 3D space defined by one or multiple " "[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when " "other [CollisionObject3D]s enter or exit it, and it also keeps track of " "which collision objects haven't exited it yet (i.e. which one are " "overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " "child of this node (created e.g. by using the [b]Create Trimesh Collision " "Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a " "[MeshInstance3D] node) may give unexpected results, since this collision " "shape is hollow. If this is not desired, it has to be split into multiple " "[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " "cases it may be replaceable by a [CollisionPolygon3D]." msgstr "" #: doc/classes/Area3D.xml doc/classes/QuadMesh.xml doc/classes/SubViewport.xml #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "GUI in 3D Demo" msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns a list of intersecting [Area3D]s. The overlapping area's [member " "CollisionObject3D.collision_layer] must be part of this area's [member " "CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The " "overlapping body's [member CollisionObject3D.collision_layer] must be part " "of this area's [member CollisionObject3D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns " "[code]false[/code]. The overlapping area's [member CollisionObject3D." "collision_layer] must be part of this area's [member CollisionObject3D." "collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping areas is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or " "[GridMap]s, otherwise returns [code]false[/code]. The overlapping body's " "[member CollisionObject3D.collision_layer] must be part of this area's " "[member CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns [code]true[/code] if the given [Area3D] intersects or overlaps this " "[Area3D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns [code]true[/code] if the given physics body intersects or overlaps " "this [Area3D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [param body] argument can either be a [PhysicsBody3D] or a [GridMap] " "instance. While GridMaps are not physics body themselves, they register " "their tiles with collision shapes as a virtual physics body." msgstr "" #: doc/classes/Area3D.xml msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" #: doc/classes/Area3D.xml msgid "" "The area's gravity intensity (in meters per second squared). This value " "multiplies the gravity direction. This is useful to alter the force of " "gravity without altering its direction." msgstr "" #: doc/classes/Area3D.xml msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " "example, on a planet 100 meters in radius with a surface gravity of 4.0 m/" "s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " "gravity will have falloff according to the inverse square law, so in the " "example, at 200 meters from the center the gravity will be 1.0 m/s² (twice " "the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half " "the distance, 4x the gravity), and so on.\n" "The above is true only when the unit distance is a positive number. When " "this is set to 0.0, the gravity will be constant regardless of distance." msgstr "" #: doc/classes/Area3D.xml msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" #: doc/classes/Area3D.xml msgid "" "The area's priority. Higher priority areas are processed first. The " "[World3D]'s physics is always processed last, after all areas." msgstr "" #: doc/classes/Area3D.xml msgid "" "The degree to which this area applies reverb to its associated audio. Ranges " "from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" #: doc/classes/Area3D.xml msgid "If [code]true[/code], the area applies reverb to its associated audio." msgstr "" #: doc/classes/Area3D.xml msgid "The name of the reverb bus to use for this area's associated audio." msgstr "" #: doc/classes/Area3D.xml msgid "" "The degree to which this area's reverb is a uniform effect. Ranges from " "[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" #: doc/classes/Area3D.xml msgid "" "The exponential rate at which wind force decreases with distance from its " "origin." msgstr "" #: doc/classes/Area3D.xml msgid "The magnitude of area-specific wind force." msgstr "" #: doc/classes/Area3D.xml msgid "" "The [Node3D] which is used to specify the direction and origin of an area-" "specific wind force. The direction is opposite to the z-axis of the " "[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s " "local transform." msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when a [Shape3D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param area_shape_index] contain indices of " "the interacting shapes from this area and the other area, respectively. " "[param area_rid] contains the [RID] of the other area. These values can be " "used with the [PhysicsServer3D].\n" "[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape " "index:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when a [Shape3D] of the received [param area] exits a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "See also [signal area_shape_entered]." msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when the received [param body] enters this area. [param body] can be " "a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when the received [param body] exits this area. [param body] can be " "a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when a [Shape3D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " "detected if their [MeshLibrary] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param body_shape_index] contain indices of " "the interacting shapes from this area and the interacting body, " "respectively. [param body_rid] contains the [RID] of the body. These values " "can be used with the [PhysicsServer3D].\n" "[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape " "index:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when a [Shape3D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " "detected if their [MeshLibrary] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "See also [signal body_shape_entered]." msgstr "" #: doc/classes/Array.xml msgid "A built-in data structure that holds a sequence of elements." msgstr "" #: doc/classes/Array.xml msgid "" "An array data structure that can contain a sequence of elements of any type. " "Elements are accessed by a numerical index starting at 0. Negative indices " "are used to count from the back (-1 is the last element, -2 is the second to " "last, etc.).\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var array = [\"One\", 2, 3, \"Four\"]\n" "print(array[0]) # One.\n" "print(array[2]) # 3.\n" "print(array[-1]) # Four.\n" "array[2] = \"Three\"\n" "print(array[-2]) # Three.\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n" "GD.Print(array[0]); // One.\n" "GD.Print(array[2]); // 3.\n" "GD.Print(array[array.Count - 1]); // Four.\n" "array[2] = \"Three\";\n" "GD.Print(array[array.Count - 2]); // Three.\n" "[/csharp]\n" "[/codeblocks]\n" "Arrays can be concatenated using the [code]+[/code] operator:\n" "[codeblocks]\n" "[gdscript]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"Four\"]\n" "print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" "[/gdscript]\n" "[csharp]\n" "// Array concatenation is not possible with C# arrays, but is with Godot." "Collections.Array.\n" "var array1 = new Godot.Collections.Array{\"One\", 2};\n" "var array2 = new Godot.Collections.Array{3, \"Four\"};\n" "GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Arrays are always passed by reference. To get a copy of an " "array that can be modified independently of the original array, use [method " "duplicate].\n" "[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " "supported and will result in unpredictable behavior." msgstr "" #: doc/classes/Array.xml msgid "Constructs an empty [Array]." msgstr "" #: doc/classes/Array.xml msgid "" "Creates a typed array from the [param base] array. All arguments are " "required.\n" "- [param type] is the built-in type as a [enum Variant.Type] constant, for " "example [constant TYPE_INT].\n" "- [param class_name] is the [b]native[/b] class name, for example [Node]. If " "[param type] is not [constant TYPE_OBJECT], must be an empty string.\n" "- [param script] is the associated script. Must be a [Script] instance or " "[code]null[/code].\n" "Examples:\n" "[codeblock]\n" "class_name MyNode\n" "extends Node\n" "\n" "class MyClass:\n" " pass\n" "\n" "func _ready():\n" " var a = Array([], TYPE_INT, &\"\", null) # Array[int]\n" " var b = Array([], TYPE_OBJECT, &\"Node\", null) # Array[Node]\n" " var c = Array([], TYPE_OBJECT, &\"Node\", MyNode) # Array[MyNode]\n" " var d = Array([], TYPE_OBJECT, &\"RefCounted\", MyClass) # " "Array[MyClass]\n" "[/codeblock]\n" "[b]Note:[/b] This constructor can be useful if you want to create a typed " "array on the fly, but you are not required to use it. In GDScript you can " "use a temporary variable with the static type you need and then pass it:\n" "[codeblock]\n" "func _ready():\n" " var a: Array[int] = []\n" " some_func(a)\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml msgid "" "Returns the same array as [param from]. If you need a copy of the array, use " "[method duplicate]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedByteArray]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedColorArray]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedFloat32Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedFloat64Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedInt32Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedInt64Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedStringArray]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedVector2Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PackedVector3Array]." msgstr "" #: doc/classes/Array.xml msgid "" "Calls the provided [Callable] on each element in the array and returns " "[code]true[/code] if the [Callable] returns [code]true[/code] for [i]all[/i] " "elements in the array. If the [Callable] returns [code]false[/code] for one " "array element or more, this method returns [code]false[/code].\n" "The callable's method should take one [Variant] parameter (the current array " "element) and return a boolean value.\n" "[codeblock]\n" "func _ready():\n" " print([6, 10, 6].all(greater_than_5)) # Prints True (3/3 elements " "evaluate to `true`).\n" " print([4, 10, 4].all(greater_than_5)) # Prints False (1/3 elements " "evaluate to `true`).\n" " print([4, 4, 4].all(greater_than_5)) # Prints False (0/3 elements " "evaluate to `true`).\n" " print([].all(greater_than_5)) # Prints True (0/0 elements evaluate to " "`true`).\n" "\n" " print([6, 10, 6].all(func(number): return number > 5)) # Prints True. " "Same as the first line above, but using lambda function.\n" "\n" "func greater_than_5(number):\n" " return number > 5\n" "[/codeblock]\n" "See also [method any], [method filter], [method map] and [method reduce].\n" "[b]Note:[/b] Unlike relying on the size of an array returned by [method " "filter], this method will return as early as possible to improve performance " "(especially with large arrays).\n" "[b]Note:[/b] For an empty array, this method [url=https://en.wikipedia.org/" "wiki/Vacuous_truth]always[/url] returns [code]true[/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Calls the provided [Callable] on each element in the array and returns " "[code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or " "more[/i] elements in the array. If the [Callable] returns [code]false[/code] " "for all elements in the array, this method returns [code]false[/code].\n" "The callable's method should take one [Variant] parameter (the current array " "element) and return a boolean value.\n" "[codeblock]\n" "func _ready():\n" " print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements " "evaluate to `true`).\n" " print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements " "evaluate to `true`).\n" " print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements " "evaluate to `true`).\n" " print([].any(greater_than_5)) # Prints False (0 elements evaluate to " "`true`).\n" "\n" " print([6, 10, 6].any(func(number): return number > 5)) # Prints True. " "Same as the first line above, but using lambda function.\n" "\n" "func greater_than_5(number):\n" " return number > 5\n" "[/codeblock]\n" "See also [method all], [method filter], [method map] and [method reduce].\n" "[b]Note:[/b] Unlike relying on the size of an array returned by [method " "filter], this method will return as early as possible to improve performance " "(especially with large arrays).\n" "[b]Note:[/b] For an empty array, this method always returns [code]false[/" "code]." msgstr "" #: doc/classes/Array.xml doc/classes/PackedByteArray.xml #: doc/classes/PackedColorArray.xml doc/classes/PackedFloat32Array.xml #: doc/classes/PackedFloat64Array.xml doc/classes/PackedInt32Array.xml #: doc/classes/PackedInt64Array.xml doc/classes/PackedStringArray.xml #: doc/classes/PackedVector2Array.xml doc/classes/PackedVector3Array.xml msgid "" "Appends an element at the end of the array (alias of [method push_back])." msgstr "" #: doc/classes/Array.xml msgid "" "Appends another array at the end of this array.\n" "[codeblock]\n" "var array1 = [1, 2, 3]\n" "var array2 = [4, 5, 6]\n" "array1.append_array(array2)\n" "print(array1) # Prints [1, 2, 3, 4, 5, 6].\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml msgid "" "Assigns elements of another [param array] into the array. Resizes the array " "to match [param array]. Performs type conversions if the array is typed." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the last element of the array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" "[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]" "[/code]. If the array is empty, accessing by index will pause project " "execution when running from the editor." msgstr "" #: doc/classes/Array.xml msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " "search. Optionally, a [param before] specifier can be passed. If " "[code]false[/code], the returned index comes after all existing entries of " "the value in the array.\n" "[codeblock]\n" "var array = [\"a\", \"b\", \"c\", \"c\", \"d\", \"e\"]\n" "print(array.bsearch(\"c\", true)) # Prints 2, at the first matching " "element.\n" "print(array.bsearch(\"c\", false)) # Prints 4, after the last matching " "element, pointing to \"d\".\n" "[/codeblock]\n" "[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " "unexpected behavior." msgstr "" #: doc/classes/Array.xml msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " "search and a custom comparison method. Optionally, a [param before] " "specifier can be passed. If [code]false[/code], the returned index comes " "after all existing entries of the value in the array. The custom method " "receives two arguments (an element from the array and the value searched " "for) and must return [code]true[/code] if the first argument is less than " "the second, and return [code]false[/code] otherwise.\n" "[b]Note:[/b] The custom method must accept the two arguments in any order, " "you cannot rely on that the first argument will always be from the array.\n" "[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in " "unexpected behavior." msgstr "" #: doc/classes/Array.xml doc/classes/PackedByteArray.xml #: doc/classes/PackedColorArray.xml doc/classes/PackedFloat32Array.xml #: doc/classes/PackedFloat64Array.xml doc/classes/PackedInt32Array.xml #: doc/classes/PackedInt64Array.xml doc/classes/PackedStringArray.xml #: doc/classes/PackedVector2Array.xml doc/classes/PackedVector3Array.xml msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " "[code]0[/code]." msgstr "" #: doc/classes/Array.xml doc/classes/PackedByteArray.xml #: doc/classes/PackedColorArray.xml doc/classes/PackedInt32Array.xml #: doc/classes/PackedInt64Array.xml doc/classes/PackedStringArray.xml msgid "Returns the number of times an element is in the array." msgstr "" #: doc/classes/Array.xml msgid "" "Returns a copy of the array.\n" "If [param deep] is [code]true[/code], a deep copy is performed: all nested " "arrays and dictionaries are duplicated and will not be shared with the " "original array. If [code]false[/code], a shallow copy is made and references " "to the original nested arrays and dictionaries are kept, so that modifying a " "sub-array or dictionary in the copy will also impact those referenced in the " "source array. Note that any [Object]-derived elements will be shallow copied " "regardless of the [param deep] setting." msgstr "" #: doc/classes/Array.xml msgid "" "Removes the first occurrence of a value from the array. If the value does " "not exist in the array, nothing happens. To remove an element by index, use " "[method remove_at] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " "all elements placed after the removed element have to be reindexed.\n" "[b]Note:[/b] Do not erase entries while iterating over the array." msgstr "" #: doc/classes/Array.xml msgid "" "Assigns the given value to all elements in the array. This can typically be " "used together with [method resize] to create an array with a given size and " "initialized elements:\n" "[codeblocks]\n" "[gdscript]\n" "var array = []\n" "array.resize(10)\n" "array.fill(0) # Initialize the 10 elements to 0.\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array();\n" "array.Resize(10);\n" "array.Fill(0); // Initialize the 10 elements to 0.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If [param value] is of a reference type ([Object]-derived, " "[Array], [Dictionary], etc.) then the array is filled with the references to " "the same object, i.e. no duplicates are created." msgstr "" #: doc/classes/Array.xml msgid "" "Calls the provided [Callable] on each element in the array and returns a new " "array with the elements for which the method returned [code]true[/code].\n" "The callable's method should take one [Variant] parameter (the current array " "element) and return a boolean value.\n" "[codeblock]\n" "func _ready():\n" " print([1, 2, 3].filter(remove_1)) # Prints [2, 3].\n" " print([1, 2, 3].filter(func(number): return number != 1)) # Same as " "above, but using lambda function.\n" "\n" "func remove_1(number):\n" " return number != 1\n" "[/codeblock]\n" "See also [method any], [method all], [method map] and [method reduce]." msgstr "" #: doc/classes/Array.xml doc/classes/PackedByteArray.xml #: doc/classes/PackedColorArray.xml doc/classes/PackedInt32Array.xml #: doc/classes/PackedInt64Array.xml doc/classes/PackedStringArray.xml msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " "not found. Optionally, the initial search index can be passed." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the first element of the array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" "[b]Note:[/b] Calling this function is not the same as writing [code]array[0]" "[/code]. If the array is empty, accessing by index will pause project " "execution when running from the editor." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the built-in type of the typed array as a [enum Variant.Type] " "constant. If the array is not typed, returns [constant TYPE_NIL]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the [b]native[/b] class name of the typed array if the built-in type " "is [constant TYPE_OBJECT]. Otherwise, this method returns an empty string." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the script associated with the typed array. This method returns a " "[Script] instance or [code]null[/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns [code]true[/code] if the array contains the given value.\n" "[codeblocks]\n" "[gdscript]\n" "print([\"inside\", 7].has(\"inside\")) # True\n" "print([\"inside\", 7].has(\"outside\")) # False\n" "print([\"inside\", 7].has(7)) # True\n" "print([\"inside\", 7].has(\"7\")) # False\n" "[/gdscript]\n" "[csharp]\n" "var arr = new Godot.Collections.Array { \"inside\", 7 };\n" "// has is renamed to Contains\n" "GD.Print(arr.Contains(\"inside\")); // True\n" "GD.Print(arr.Contains(\"outside\")); // False\n" "GD.Print(arr.Contains(7)); // True\n" "GD.Print(arr.Contains(\"7\")); // False\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as " "follows:\n" "[codeblocks]\n" "[gdscript]\n" "# Will evaluate to `true`.\n" "if 2 in [2, 4, 6, 8]:\n" " print(\"Contains!\")\n" "[/gdscript]\n" "[csharp]\n" "// As there is no \"in\" keyword in C#, you have to use Contains\n" "var array = new Godot.Collections.Array { 2, 4, 6, 8 };\n" "if (array.Contains(2))\n" "{\n" " GD.Print(\"Contains!\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Array.xml msgid "" "Returns a hashed 32-bit integer value representing the array and its " "contents.\n" "[b]Note:[/b] [Array]s with equal content will always produce identical hash " "values. However, the reverse is not true. Returning identical hash values " "does [i]not[/i] imply the arrays are equal, because different arrays can " "have identical hash values due to hash collisions." msgstr "" #: doc/classes/Array.xml msgid "" "Inserts a new element at a given position in the array. The position must be " "valid, or at the end of the array ([code]pos == size()[/code]). Returns " "[constant OK] on success, or one of the other [enum Error] values if the " "operation failed.\n" "[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n" "[b]Note:[/b] On large arrays, this method will be slower if the inserted " "element is close to the beginning of the array (index 0). This is because " "all elements placed after the newly inserted element have to be reindexed." msgstr "" #: doc/classes/Array.xml doc/classes/PackedByteArray.xml #: doc/classes/PackedColorArray.xml doc/classes/PackedFloat32Array.xml #: doc/classes/PackedFloat64Array.xml doc/classes/PackedInt32Array.xml #: doc/classes/PackedInt64Array.xml doc/classes/PackedStringArray.xml #: doc/classes/PackedVector2Array.xml doc/classes/PackedVector3Array.xml msgid "Returns [code]true[/code] if the array is empty." msgstr "" #: doc/classes/Array.xml msgid "" "Returns [code]true[/code] if the array is read-only. See [method " "make_read_only]. Arrays are automatically read-only if declared with " "[code]const[/code] keyword." msgstr "" #: doc/classes/Array.xml msgid "" "Returns [code]true[/code] if the array is typed the same as [param array]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns [code]true[/code] if the array is typed. Typed arrays can only store " "elements of their associated type and provide type safety for the [code][][/" "code] operator. Methods of typed array still return [Variant]." msgstr "" #: doc/classes/Array.xml msgid "" "Makes the array read-only, i.e. disabled modifying of the array's elements. " "Does not apply to nested content, e.g. content of nested arrays." msgstr "" #: doc/classes/Array.xml msgid "" "Calls the provided [Callable] for each element in the array and returns a " "new array filled with values returned by the method.\n" "The callable's method should take one [Variant] parameter (the current array " "element) and can return any [Variant].\n" "[codeblock]\n" "func _ready():\n" " print([1, 2, 3].map(negate)) # Prints [-1, -2, -3].\n" " print([1, 2, 3].map(func(number): return -number)) # Same as above, but " "using lambda function.\n" "\n" "func negate(number):\n" " return -number\n" "[/codeblock]\n" "See also [method filter], [method reduce], [method any] and [method all]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the maximum value contained in the array if all elements are of " "comparable types. If the elements can't be compared, [code]null[/code] is " "returned.\n" "To find the maximum value using a custom comparator, you can use [method " "reduce]. In this example every array element is checked and the first " "maximum value is returned:\n" "[codeblock]\n" "func _ready():\n" " var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), " "Vector2(0, 2)]\n" " # In this example we compare the lengths.\n" " print(arr.reduce(func(max, val): return val if is_length_greater(val, " "max) else max))\n" "\n" "func is_length_greater(a, b):\n" " return a.length() > b.length()\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml msgid "" "Returns the minimum value contained in the array if all elements are of " "comparable types. If the elements can't be compared, [code]null[/code] is " "returned.\n" "See also [method max] for an example of using a custom comparator." msgstr "" #: doc/classes/Array.xml msgid "" "Returns a random value from the target array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" "[codeblocks]\n" "[gdscript]\n" "var array: Array[int] = [1, 2, 3, 4]\n" "print(array.pick_random()) # Prints either of the four numbers.\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array { 1, 2, 3, 4 };\n" "GD.Print(array.PickRandom()); // Prints either of the four numbers.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Array.xml msgid "" "Removes and returns the element of the array at index [param position]. If " "negative, [param position] is considered relative to the end of the array. " "Leaves the array unchanged and returns [code]null[/code] if the array is " "empty or if it's accessed out of bounds. An error message is printed when " "the array is accessed out of bounds, but not when the array is empty.\n" "[b]Note:[/b] On large arrays, this method can be slower than [method " "pop_back] as it will reindex the array's elements that are located after the " "removed element. The larger the array and the lower the index of the removed " "element, the slower [method pop_at] will be." msgstr "" #: doc/classes/Array.xml msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " "pop_front]." msgstr "" #: doc/classes/Array.xml msgid "" "Removes and returns the first element of the array. Returns [code]null[/" "code] if the array is empty, without printing an error message. See also " "[method pop_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " "pop_back] as it will reindex all the array's elements every time it's " "called. The larger the array, the slower [method pop_front] will be." msgstr "" #: doc/classes/Array.xml msgid "" "Appends an element at the end of the array. See also [method push_front]." msgstr "" #: doc/classes/Array.xml msgid "" "Adds an element at the beginning of the array. See also [method push_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " "push_back] as it will reindex all the array's elements every time it's " "called. The larger the array, the slower [method push_front] will be." msgstr "" #: doc/classes/Array.xml msgid "" "Calls the provided [Callable] for each element in array and accumulates the " "result in [param accum].\n" "The callable's method takes two arguments: the current value of [param " "accum] and the current array element. If [param accum] is [code]null[/code] " "(default value), the iteration will start from the second element, with the " "first one used as initial value of [param accum].\n" "[codeblock]\n" "func _ready():\n" " print([1, 2, 3].reduce(sum, 10)) # Prints 16.\n" " print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) " "# Same as above, but using lambda function.\n" "\n" "func sum(accum, number):\n" " return accum + number\n" "[/codeblock]\n" "See also [method map], [method filter], [method any] and [method all]." msgstr "" #: doc/classes/Array.xml msgid "" "Removes an element from the array by index. If the index does not exist in " "the array, nothing happens. To remove an element by searching for its value, " "use [method erase] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " "all elements placed after the removed element have to be reindexed.\n" "[b]Note:[/b] [param position] cannot be negative. To remove an element " "relative to the end of the array, use [code]arr.remove_at(arr.size() - (i + " "1))[/code]. To remove the last element from the array without returning the " "value, use [code]arr.resize(arr.size() - 1)[/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Resizes the array to contain a different number of elements. If the array " "size is smaller, elements are cleared, if bigger, new elements are " "[code]null[/code]. Returns [constant OK] on success, or one of the other " "[enum Error] values if the operation failed.\n" "Calling [method resize] once and assigning the new values is faster than " "adding new elements one by one.\n" "[b]Note:[/b] This method acts in-place and doesn't return a modified array." msgstr "" #: doc/classes/Array.xml doc/classes/PackedByteArray.xml #: doc/classes/PackedColorArray.xml doc/classes/PackedFloat32Array.xml #: doc/classes/PackedFloat64Array.xml doc/classes/PackedInt32Array.xml #: doc/classes/PackedInt64Array.xml doc/classes/PackedStringArray.xml #: doc/classes/PackedVector2Array.xml doc/classes/PackedVector3Array.xml msgid "Reverses the order of the elements in the array." msgstr "" #: doc/classes/Array.xml doc/classes/PackedByteArray.xml #: doc/classes/PackedColorArray.xml doc/classes/PackedInt32Array.xml #: doc/classes/PackedInt64Array.xml doc/classes/PackedStringArray.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " "the array." msgstr "" #: doc/classes/Array.xml msgid "" "Shuffles the array such that the items will have a random order. This method " "uses the global random number generator common to methods such as [method " "@GlobalScope.randi]. Call [method @GlobalScope.randomize] to ensure that a " "new seed will be used each time if you want non-reproducible shuffling." msgstr "" #: doc/classes/Array.xml doc/classes/PackedByteArray.xml #: doc/classes/PackedColorArray.xml doc/classes/PackedFloat32Array.xml #: doc/classes/PackedFloat64Array.xml doc/classes/PackedInt32Array.xml #: doc/classes/PackedInt64Array.xml doc/classes/PackedStringArray.xml #: doc/classes/PackedVector2Array.xml doc/classes/PackedVector3Array.xml msgid "Returns the number of elements in the array." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the slice of the [Array], from [param begin] (inclusive) to [param " "end] (exclusive), as a new [Array].\n" "The absolute value of [param begin] and [param end] will be clamped to the " "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" "If either [param begin] or [param end] are negative, they will be relative " "to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " "for [code]arr.slice(0, arr.size() - 2)[/code]).\n" "If specified, [param step] is the relative index between source elements. It " "can be negative, then [param begin] must be higher than [param end]. For " "example, [code][0, 1, 2, 3, 4, 5].slice(5, 1, -2)[/code] returns [code][5, 3]" "[/code].\n" "If [param deep] is true, each element will be copied by value rather than by " "reference.\n" "[b]Note:[/b] To include the first element when [param step] is negative, use " "[code]arr.slice(begin, -arr.size() - 1, step)[/code] (i.e. [code][0, 1, 2]." "slice(1, -4, -1)[/code] returns [code][1, 0][/code])." msgstr "" #: doc/classes/Array.xml msgid "" "Sorts the array.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when using [method sort].\n" "[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural " "order). This may lead to unexpected behavior when sorting an array of " "strings ending with a sequence of numbers. Consider the following example:\n" "[codeblocks]\n" "[gdscript]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" "strings.sort()\n" "print(strings) # Prints [string1, string10, string11, string2]\n" "[/gdscript]\n" "[csharp]\n" "var strings = new Godot.Collections.Array { \"string1\", \"string2\", " "\"string10\", \"string11\" };\n" "strings.Sort();\n" "GD.Print(strings); // Prints [string1, string10, string11, string2]\n" "[/csharp]\n" "[/codeblocks]\n" "To perform natural order sorting, you can use [method sort_custom] with " "[method String.naturalnocasecmp_to] as follows:\n" "[codeblock]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" "strings.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n" "print(strings) # Prints [string1, string2, string10, string11]\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml msgid "" "Sorts the array using a custom method. The custom method receives two " "arguments (a pair of elements from the array) and must return either " "[code]true[/code] or [code]false[/code]. For two elements [code]a[/code] and " "[code]b[/code], if the given method returns [code]true[/code], element " "[code]b[/code] will be after element [code]a[/code] in the array.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when using [method " "sort_custom].\n" "[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm " "expects a deterministic result. Randomizing the return value will result in " "unexpected behavior.\n" "[codeblocks]\n" "[gdscript]\n" "func sort_ascending(a, b):\n" " if a[0] < b[0]:\n" " return true\n" " return false\n" "\n" "func _ready():\n" " var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n" " my_items.sort_custom(sort_ascending)\n" " print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n" "\n" " # Descending, lambda version.\n" " my_items.sort_custom(func(a, b): return a[0] > b[0])\n" " print(my_items) # Prints [[9, Rice], [5, Potato], [4, Tomato]].\n" "[/gdscript]\n" "[csharp]\n" "// There is no custom sort support for Godot.Collections.Array\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Array.xml msgid "" "Compares the left operand [Array] against the [param right] [Array]. Returns " "[code]true[/code] if the sizes or contents of the arrays are [i]not[/i] " "equal, [code]false[/code] otherwise." msgstr "" #: doc/classes/Array.xml msgid "" "Concatenates two [Array]s together, with the [param right] [Array] being " "added to the end of the [Array] specified in the left operand. For example, " "[code][1, 2] + [3, 4][/code] results in [code][1, 2, 3, 4][/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Performs a comparison for each index between the left operand [Array] and " "the [param right] [Array], considering the highest common index of both " "arrays for this comparison: Returns [code]true[/code] on the first " "occurrence of an element that is less, or [code]false[/code] if the element " "is greater. Note that depending on the type of data stored, this function " "may be recursive. If all elements are equal, it compares the length of both " "arrays and returns [code]false[/code] if the left operand [Array] has fewer " "elements, otherwise it returns [code]true[/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Performs a comparison for each index between the left operand [Array] and " "the [param right] [Array], considering the highest common index of both " "arrays for this comparison: Returns [code]true[/code] on the first " "occurrence of an element that is less, or [code]false[/code] if the element " "is greater. Note that depending on the type of data stored, this function " "may be recursive. If all elements are equal, it compares the length of both " "arrays and returns [code]true[/code] if the left operand [Array] has the " "same number of elements or fewer, otherwise it returns [code]false[/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Compares the left operand [Array] against the [param right] [Array]. Returns " "[code]true[/code] if the sizes and contents of the arrays are equal, " "[code]false[/code] otherwise." msgstr "" #: doc/classes/Array.xml msgid "" "Performs a comparison for each index between the left operand [Array] and " "the [param right] [Array], considering the highest common index of both " "arrays for this comparison: Returns [code]true[/code] on the first " "occurrence of an element that is greater, or [code]false[/code] if the " "element is less. Note that depending on the type of data stored, this " "function may be recursive. If all elements are equal, it compares the length " "of both arrays and returns [code]true[/code] if the [param right] [Array] " "has more elements, otherwise it returns [code]false[/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Performs a comparison for each index between the left operand [Array] and " "the [param right] [Array], considering the highest common index of both " "arrays for this comparison: Returns [code]true[/code] on the first " "occurrence of an element that is greater, or [code]false[/code] if the " "element is less. Note that depending on the type of data stored, this " "function may be recursive. If all elements are equal, it compares the length " "of both arrays and returns [code]true[/code] if the [param right] [Array] " "has more or the same number of elements, otherwise it returns [code]false[/" "code]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns a reference to the element of type [Variant] at the specified " "location. Arrays start at index 0. [param index] can be a zero or positive " "value to start from the beginning, or a negative value to start from the " "end. Out-of-bounds array access causes a run-time error, which will result " "in an error being printed and the project execution pausing if run from the " "editor." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes " "as arrays.\n" "The most basic example is the creation of a single triangle:\n" "[codeblocks]\n" "[gdscript]\n" "var vertices = PackedVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "\n" "# Initialize the ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(Mesh.ARRAY_MAX)\n" "arrays[Mesh.ARRAY_VERTEX] = vertices\n" "\n" "# Create the Mesh.\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance3D.new()\n" "m.mesh = arr_mesh\n" "[/gdscript]\n" "[csharp]\n" "var vertices = new Vector3[]\n" "{\n" " new Vector3(0, 1, 0),\n" " new Vector3(1, 0, 0),\n" " new Vector3(0, 0, 1),\n" "};\n" "\n" "// Initialize the ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" "var arrays = new Godot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" "// Create the Mesh.\n" "arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n" "var m = new MeshInstance3D();\n" "m.Mesh = arrMesh;\n" "[/csharp]\n" "[/codeblocks]\n" "The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Procedural geometry using the ArrayMesh" msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Adds name for a blend shape that will be added with [method " "add_surface_from_arrays]. Must be called before surface is added." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "" "Creates a new surface. [method Mesh.get_surface_count] will become the " "[code]surf_idx[/code] for this new surface.\n" "Surfaces are created to be rendered using a [param primitive], which may be " "any of the values defined in [enum Mesh.PrimitiveType].\n" "The [param arrays] argument is an array of arrays. Each of the [constant " "Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for " "this surface as described by the corresponding member of [enum Mesh." "ArrayType] or [code]null[/code] if it is not used by the surface. For " "example, [code]arrays[0][/code] is the array of vertices. That first vertex " "sub-array is always required; the others are optional. Adding an index array " "puts this surface into \"index mode\" where the vertex and other arrays " "become the sources of data and the index array defines the vertex order. All " "sub-arrays must have the same length as the vertex array (or be an exact " "multiple of the vertex array's length, when multiple elements of a sub-array " "correspond to a single vertex) or be empty, except for [constant Mesh." "ARRAY_INDEX] if it is used.\n" "The [param blend_shapes] argument is an array of vertex data for each blend " "shape. Each element is an array of the same structure as [param arrays], but " "[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant " "Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] " "and all other entries are [code]null[/code].\n" "The [param lods] argument is a dictionary with [float] keys and " "[PackedInt32Array] values. Each entry in the dictionary represents a LOD " "level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] " "array to use for the LOD level and the key is roughly proportional to the " "distance at which the LOD stats being used. I.e., increasing the key of a " "LOD also increases the distance that the objects has to be from the camera " "before the LOD is used.\n" "The [param flags] argument is the bitwise or of, as required: One value of " "[enum Mesh.ArrayCustomFormat] left shifted by " "[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, " "[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh." "ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh." "ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" "[b]Note:[/b] When using indices, it is recommended to only use points, " "lines, or triangles." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Removes all surfaces from this [ArrayMesh]." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Returns the number of blend shapes that the [ArrayMesh] holds." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "Returns the name of the blend shape at this index." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Regenerates tangents for each of the [ArrayMesh]'s surfaces." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Sets the name of the blend shape at this index." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Returns the index of the first surface with this name held within this " "[ArrayMesh]. If none are found, -1 is returned." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Returns the length in vertices of the vertex array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "Gets the name assigned to this surface." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "Sets a name for a given surface." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml msgid "" "Overrides the [AABB] with one defined by user for use with frustum culling. " "Especially useful to avoid unexpected culling when using a shader to offset " "vertices." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "An optional mesh which is used for rendering shadows and can be used for the " "depth prepass. Can be used to increase performance of shadow rendering by " "using a mesh that only contains vertex position data (without normals, UVs, " "colors, etc.)." msgstr "" #: doc/classes/ArrayOccluder3D.xml msgid "" "3D polygon shape for use with occlusion culling in [OccluderInstance3D]." msgstr "" #: doc/classes/ArrayOccluder3D.xml msgid "" "[ArrayOccluder3D] stores an arbitrary 3D polygon shape that can be used by " "the engine's occlusion culling system. This is analogous to [ArrayMesh], but " "for occluders.\n" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" #: doc/classes/ArrayOccluder3D.xml doc/classes/BoxOccluder3D.xml #: doc/classes/Occluder3D.xml doc/classes/OccluderInstance3D.xml #: doc/classes/PolygonOccluder3D.xml doc/classes/QuadOccluder3D.xml #: doc/classes/SphereOccluder3D.xml msgid "Occlusion culling" msgstr "" #: doc/classes/ArrayOccluder3D.xml msgid "" "Sets [member indices] and [member vertices], while updating the final " "occluder only once after both values are set." msgstr "" #: doc/classes/ArrayOccluder3D.xml msgid "" "The occluder's index position. Indices determine which points from the " "[member vertices] array should be drawn, and in which order.\n" "[b]Note:[/b] The occluder is always updated after setting this value. If " "creating occluders procedurally, consider using [method set_arrays] instead " "to avoid updating the occluder twice when it's created." msgstr "" #: doc/classes/ArrayOccluder3D.xml msgid "" "The occluder's vertex positions in local 3D coordinates.\n" "[b]Note:[/b] The occluder is always updated after setting this value. If " "creating occluders procedurally, consider using [method set_arrays] instead " "to avoid updating the occluder twice when it's created." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "A container that preserves the proportions of its child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "A container type that arranges its child controls in a way that preserves " "their proportions automatically when the container is resized. Useful when a " "container has a dynamic size and the child nodes must adjust their sizes " "accordingly without losing their aspect ratios." msgstr "" #: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml #: doc/classes/CenterContainer.xml doc/classes/Container.xml #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml #: doc/classes/HBoxContainer.xml doc/classes/HFlowContainer.xml #: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml #: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml #: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml #: doc/classes/VBoxContainer.xml doc/classes/VFlowContainer.xml #: doc/classes/VSplitContainer.xml msgid "Using Containers" msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Specifies the horizontal relative position of child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Specifies the vertical relative position of child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The aspect ratio to enforce on child controls. This is the width divided by " "the height. The ratio depends on the [member stretch_mode]." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "The stretch mode used to align child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The bounding rectangle of child controls is automatically adjusted to fit " "inside the container while keeping the aspect ratio." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The width and height of child controls is automatically adjusted to make " "their bounding rectangle cover the entire area of the container while " "keeping the aspect ratio.\n" "When the bounding rectangle of child controls exceed the container's size " "and [member Control.clip_contents] is enabled, this allows to show only the " "container's area restricted by its own bounding rectangle." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "Aligns child controls with the beginning (left or top) of the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Aligns child controls with the center of the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "" #: doc/classes/AStar2D.xml msgid "" "An implementation of A* for finding the shortest path between two vertices " "on a connected graph in 2D space." msgstr "" #: doc/classes/AStar2D.xml msgid "" "An implementation of the A* algorithm, used to find the shortest path " "between two vertices on a connected graph in 2D space.\n" "See [AStar3D] for a more thorough explanation on how to use this class. " "[AStar2D] is a wrapper for [AStar3D] that enforces 2D coordinates." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Adds a new point at the given position with the given identifier. The [param " "id] must be 0 or larger, and the [param weight_scale] must be 0.0 or " "greater.\n" "The [param weight_scale] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [param weight_scale]s to form a " "path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 0), 4); // Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/csharp]\n" "[/codeblocks]\n" "If there already exists a point for the given [param id], its position and " "weight scale are updated to the given values." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Returns whether there is a connection/segment between the given points. If " "[param bidirectional] is [code]false[/code], returns whether movement from " "[param id] to [param to_id] is possible through this segment." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Clears all the points and segments." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Creates a segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "allowed, not the reverse direction.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 1));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Deletes the segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "prevented, and a unidirectional segment possibly remains." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Returns the next available point ID with no point associated to it." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Returns the ID of the closest point to [param to_position], optionally " "taking disabled points into account. Returns [code]-1[/code] if there are no " "points in the points pool.\n" "[b]Note:[/b] If several points are the closest to [param to_position], the " "one with the smallest ID will be returned, ensuring a deterministic result." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Returns the closest position to [param to_position] that resides inside a " "segment between two connected points.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, " "3)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2);\n" "Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // " "Returns (0, 3)\n" "[/csharp]\n" "[/codeblocks]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Returns an array with the IDs of the points that form the connection with " "the given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1));\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Returns the number of points currently in the points pool." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Returns an array of all point IDs." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " "the ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PackedVector2Array] and will print an error message." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml doc/classes/AStarGrid2D.xml msgid "Returns the position of the point associated with the given [param id]." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml doc/classes/AStarGrid2D.xml msgid "" "Returns the weight scale of the point associated with the given [param id]." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Returns whether a point associated with the given [param id] exists." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " "points are enabled." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Removes the point associated with the given [param id] from the points pool." msgstr "" #: doc/classes/AStar2D.xml msgid "" "Reserves space internally for [param num_nodes] points, useful if you're " "adding a known large number of points at once, such as points on a grid. New " "capacity must be greater or equals to old capacity." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Disables or enables the specified point for pathfinding. Useful for making a " "temporary obstacle." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Sets the [param position] for the point with the given [param id]." msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Sets the [param weight_scale] for the point with the given [param id]. The " "[param weight_scale] is multiplied by the result of [method _compute_cost] " "when determining the overall cost of traveling across a segment from a " "neighboring point to this point." msgstr "" #: doc/classes/AStar3D.xml msgid "" "An implementation of A* for finding the shortest path between two vertices " "on a connected graph in 3D space." msgstr "" #: doc/classes/AStar3D.xml msgid "" "A* (A star) is a computer algorithm used in pathfinding and graph traversal, " "the process of plotting short paths among vertices (points), passing through " "a given set of edges (segments). It enjoys widespread use due to its " "performance and accuracy. Godot's A* implementation uses points in 3D space " "and Euclidean distances by default.\n" "You must add points manually with [method add_point] and create segments " "manually with [method connect_points]. Once done, you can test if there is a " "path between two points with the [method are_points_connected] function, get " "a path containing indices by [method get_id_path], or one containing actual " "coordinates with [method get_point_path].\n" "It is also possible to use non-Euclidean distances. To do so, create a class " "that extends [AStar3D] and override methods [method _compute_cost] and " "[method _estimate_cost]. Both take two indices and return a length, as is " "shown in the following example.\n" "[codeblocks]\n" "[gdscript]\n" "class MyAStar:\n" " extends AStar3D\n" "\n" " func _compute_cost(u, v):\n" " return abs(u - v)\n" "\n" " func _estimate_cost(u, v):\n" " return min(0, abs(u - v) - 1)\n" "[/gdscript]\n" "[csharp]\n" "public partial class MyAStar : AStar3D\n" "{\n" " public override float _ComputeCost(long fromId, long toId)\n" " {\n" " return Mathf.Abs((int)(fromId - toId));\n" " }\n" "\n" " public override float _EstimateCost(long fromId, long toId)\n" " {\n" " return Mathf.Min(0, Mathf.Abs((int)(fromId - toId)) - 1);\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[method _estimate_cost] should return a lower bound of the distance, i.e. " "[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a " "hint to the algorithm because the custom [method _compute_cost] might be " "computation-heavy. If this is not the case, make [method _estimate_cost] " "return the same value as [method _compute_cost] to provide the algorithm " "with the most accurate information.\n" "If the default [method _estimate_cost] and [method _compute_cost] methods " "are used, or if the supplied [method _estimate_cost] method returns a lower " "bound of the cost, then the paths returned by A* will be the lowest-cost " "paths. Here, the cost of a path equals the sum of the [method _compute_cost] " "results of all segments in the path multiplied by the [code]weight_scale[/" "code]s of the endpoints of the respective segments. If the default methods " "are used and the [code]weight_scale[/code]s of all points are set to " "[code]1.0[/code], then this equals the sum of Euclidean distances of all " "segments in the path." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Adds a new point at the given position with the given identifier. The [param " "id] must be 0 or larger, and the [param weight_scale] must be 0.0 or " "greater.\n" "The [param weight_scale] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [param weight_scale]s to form a " "path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/csharp]\n" "[/codeblocks]\n" "If there already exists a point for the given [param id], its position and " "weight scale are updated to the given values." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Returns whether the two given points are directly connected by a segment. If " "[param bidirectional] is [code]false[/code], returns whether movement from " "[param id] to [param to_id] is possible through this segment." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Creates a segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "allowed, not the reverse direction.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 1, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AStar3D.xml msgid "" "Returns the closest position to [param to_position] that resides inside a " "segment between two connected points.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns " "(0, 3, 0)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2);\n" "Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // " "Returns (0, 3, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar3D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Returns an array with the IDs of the points that form the connection with " "the given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0));\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AStar3D.xml msgid "" "Returns an array with the points that are in the path found by AStar3D " "between the given points. The array is ordered from the starting point to " "the ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PackedVector3Array] and will print an error message." msgstr "" #: doc/classes/AStar3D.xml msgid "" "Reserves space internally for [param num_nodes] points. Useful if you're " "adding a known large number of points at once, such as points on a grid. New " "capacity must be greater or equals to old capacity." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "An implementation of A* for finding the shortest path between two points on " "a partial 2D grid." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D " "grids. It is simpler to use because it doesn't require you to manually " "create points and connect them together. This class also supports multiple " "types of heuristics, modes for diagonal movement, and a jumping mode to " "speed up calculations.\n" "To use [AStarGrid2D], you only need to set the [member region] of the grid, " "optionally set the [member cell_size], and then call the [method update] " "method:\n" "[codeblocks]\n" "[gdscript]\n" "var astar_grid = AStarGrid2D.new()\n" "astar_grid.region = Rect2i(0, 0, 32, 32)\n" "astar_grid.cell_size = Vector2(16, 16)\n" "astar_grid.update()\n" "print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, " "0), (1, 1), (2, 2), (3, 3), (3, 4)\n" "print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints " "(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/gdscript]\n" "[csharp]\n" "AStarGrid2D astarGrid = new AStarGrid2D();\n" "astarGrid.Region = new Rect2I(0, 0, 32, 32);\n" "astarGrid.CellSize = new Vector2I(16, 16);\n" "astarGrid.Update();\n" "GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints " "(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)\n" "GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // " "prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/csharp]\n" "[/codeblocks]\n" "To remove a point from the pathfinding grid, it must be set as \"solid\" " "with [method set_point_solid]." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStarGrid2D] class." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [AStarGrid2D] class." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Clears the grid and sets the [member region] to [code]Rect2i(0, 0, 0, 0)[/" "code]." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Fills the given [param region] on the grid with the specified value for the " "solid flag.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Fills the given [param region] on the grid with the specified value for the " "weight scale.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " "between the given points. The array is ordered from the starting point to " "the ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PackedVector2Array] and will print an error message." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Returns [code]true[/code] if the [param x] and [param y] is a valid grid " "coordinate (id), i.e. if it is inside [member region]. Equivalent to " "[code]region.has_point(Vector2i(x, y))[/code]." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Returns [code]true[/code] if the [param id] vector is a valid grid " "coordinate, i.e. if it is inside [member region]. Equivalent to [code]region." "has_point(id)[/code]." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Returns [code]true[/code] if a point is disabled for pathfinding. By " "default, all points are enabled." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Disables or enables the specified point for pathfinding. Useful for making " "an obstacle. By default, all points are enabled.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Sets the [param weight_scale] for the point with the given [param id]. The " "[param weight_scale] is multiplied by the result of [method _compute_cost] " "when determining the overall cost of traveling across a segment from a " "neighboring point to this point.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Updates the internal state of the grid according to the parameters to " "prepare it to search the path. Needs to be called if parameters like [member " "region], [member cell_size] or [member offset] are changed. [method " "is_dirty] will return [code]true[/code] if this is the case and this needs " "to be called.\n" "[b]Note:[/b] All point data (solidity and weight scale) will be cleared." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The size of the point cell which will be applied to calculate the resulting " "point position returned by [method get_point_path]. If changed, [method " "update] needs to be called before finding the next path." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The default [enum Heuristic] which will be used to calculate the cost " "between two points if [method _compute_cost] was not overridden." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The default [enum Heuristic] which will be used to calculate the cost " "between the point and the end point if [method _estimate_cost] was not " "overridden." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "A specific [enum DiagonalMode] mode which will force the path to avoid or " "accept the specified diagonals." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Enables or disables jumping to skip up the intermediate points and speeds up " "the searching algorithm.\n" "[b]Note:[/b] Currently, toggling it on disables the consideration of weight " "scaling in pathfinding." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The offset of the grid which will be applied to calculate the resulting " "point position returned by [method get_point_path]. If changed, [method " "update] needs to be called before finding the next path." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The region of grid cells available for pathfinding. If changed, [method " "update] needs to be called before finding the next path." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The size of the grid (number of cells of size [member cell_size] on each " "axis). If changed, [method update] needs to be called before finding the " "next path.\n" "[i]Deprecated.[/i] Use [member region] instead." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = sqrt(dx * dx + dy * dy)\n" "[/codeblock]\n" "[b]Note:[/b] This is also the internal heuristic used in [AStar3D] and " "[AStar2D] by default (with the inclusion of possible z-axis coordinate)." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/" "url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = dx + dy\n" "[/codeblock]\n" "[b]Note:[/b] This heuristic is intended to be used with 4-side orthogonal " "movements, provided by setting the [member diagonal_mode] to [constant " "DIAGONAL_MODE_NEVER]." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The Octile heuristic to be used for the pathfinding using the following " "formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "f = sqrt(2) - 1\n" "result = (dx < dy) ? f * dx + dy : f * dy + dx;\n" "[/codeblock]" msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = max(dx, dy)\n" "[/codeblock]" msgstr "" #: doc/classes/AStarGrid2D.xml msgid "Represents the size of the [enum Heuristic] enum." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The pathfinding algorithm will ignore solid neighbors around the target cell " "and allow passing using diagonals." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The pathfinding algorithm will ignore all diagonals and the way will be " "always orthogonal." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The pathfinding algorithm will avoid using diagonals if at least two " "obstacles have been placed around the neighboring cells of the specific path " "segment." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The pathfinding algorithm will avoid using diagonals if any obstacle has " "been placed around the neighboring cells of the specific path segment." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "Represents the size of the [enum DiagonalMode] enum." msgstr "" #: doc/classes/AtlasTexture.xml msgid "A texture that crops out part of another Texture2D." msgstr "" #: doc/classes/AtlasTexture.xml msgid "" "[Texture2D] resource that draws only part of its [member atlas] texture, as " "defined by the [member region]. An additional [member margin] can also be " "set, which is useful for small adjustments.\n" "Multiple [AtlasTexture] resources can be cropped from the same [member " "atlas]. Packing many smaller textures into a singular large texture helps to " "optimize video memory costs and render calls.\n" "[b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and may " "not tile properly in nodes such as [TextureRect], when inside other " "[AtlasTexture] resources." msgstr "" #: doc/classes/AtlasTexture.xml msgid "" "The texture that contains the atlas. Can be any type inheriting from " "[Texture2D], including another [AtlasTexture]." msgstr "" #: doc/classes/AtlasTexture.xml msgid "" "If [code]true[/code], the area outside of the [member region] is clipped to " "avoid bleeding of the surrounding texture pixels." msgstr "" #: doc/classes/AtlasTexture.xml msgid "" "The margin around the [member region]. Useful for small adjustments. If the " "[member Rect2.size] of this property (\"w\" and \"h\" in the editor) is set, " "the drawn texture is resized to fit within the margin." msgstr "" #: doc/classes/AtlasTexture.xml msgid "The region used to draw the [member atlas]." msgstr "" #: doc/classes/AudioBusLayout.xml msgid "Stores information about the audio buses." msgstr "" #: doc/classes/AudioBusLayout.xml msgid "" "Stores position, muting, solo, bypass, effects, effect position, volume, and " "the connections between buses. See [AudioServer] for usage." msgstr "" #: doc/classes/AudioEffect.xml msgid "Audio effect for audio." msgstr "" #: doc/classes/AudioEffect.xml msgid "" "Base resource for audio bus. Applies an audio effect on the bus that the " "resource is applied on." msgstr "" #: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml #: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml #: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml #: doc/classes/AudioStreamPlayer.xml msgid "Audio Mic Record Demo" msgstr "" #: doc/classes/AudioEffectAmplify.xml msgid "Adds an amplifying audio effect to an audio bus." msgstr "" #: doc/classes/AudioEffectAmplify.xml msgid "Increases or decreases the volume being routed through the audio bus." msgstr "" #: doc/classes/AudioEffectAmplify.xml #: doc/classes/AudioEffectBandLimitFilter.xml #: doc/classes/AudioEffectBandPassFilter.xml doc/classes/AudioEffectCapture.xml #: doc/classes/AudioEffectChorus.xml doc/classes/AudioEffectCompressor.xml #: doc/classes/AudioEffectDelay.xml doc/classes/AudioEffectDistortion.xml #: doc/classes/AudioEffectEQ.xml doc/classes/AudioEffectEQ10.xml #: doc/classes/AudioEffectEQ21.xml doc/classes/AudioEffectEQ6.xml #: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighPassFilter.xml #: doc/classes/AudioEffectHighShelfFilter.xml #: doc/classes/AudioEffectLimiter.xml doc/classes/AudioEffectLowPassFilter.xml #: doc/classes/AudioEffectLowShelfFilter.xml #: doc/classes/AudioEffectNotchFilter.xml doc/classes/AudioEffectPanner.xml #: doc/classes/AudioEffectPhaser.xml doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectReverb.xml doc/classes/AudioEffectStereoEnhance.xml #: doc/classes/AudioServer.xml msgid "Audio buses" msgstr "" #: doc/classes/AudioEffectAmplify.xml msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." msgstr "" #: doc/classes/AudioEffectBandLimitFilter.xml msgid "Adds a band limit filter to the audio bus." msgstr "" #: doc/classes/AudioEffectBandLimitFilter.xml msgid "" "Limits the frequencies in a range around the [member AudioEffectFilter." "cutoff_hz] and allows frequencies outside of this range to pass." msgstr "" #: doc/classes/AudioEffectBandPassFilter.xml msgid "Adds a band pass filter to the audio bus." msgstr "" #: doc/classes/AudioEffectBandPassFilter.xml msgid "" "Attenuates the frequencies inside of a range around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "Captures audio from an audio bus in real-time." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "AudioEffectCapture is an AudioEffect which copies all audio frames from the " "attached audio effect bus into its internal ring buffer.\n" "Application code should consume these audio frames from this ring buffer " "using [method get_buffer] and process it as needed, for example to capture " "data from an [AudioStreamMicrophone], implement application-defined effects, " "or to transmit audio over the network. When capturing audio data from a " "microphone, the format of the samples will be stereo 32-bit floating point " "PCM.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Returns [code]true[/code] if at least [param frames] audio frames are " "available to read in the internal ring buffer." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "Clears the internal ring buffer." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Gets the next [param frames] audio samples from the internal ring buffer.\n" "Returns a [PackedVector2Array] containing exactly [param frames] audio " "samples if available, or an empty [PackedVector2Array] if insufficient data " "was available." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "Returns the total size of the internal ring buffer in frames." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Returns the number of frames available to read using [method get_buffer]." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "Returns the number of audio frames inserted from the audio bus." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Length of the internal ring buffer, in seconds. Setting the buffer length " "will have no effect if already initialized." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "Adds a chorus audio effect." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "" "Adds a chorus audio effect. The effect applies a filter with voices to " "duplicate the audio source and manipulate it through the filter." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The effect's raw signal." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's cutoff frequency." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's signal delay." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice filter's depth." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's volume." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's pan level." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's filter rate." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The number of voices in the effect." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The effect's processed signal." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "Adds a compressor audio effect to an audio bus.\n" "Reduces sounds that exceed a certain threshold level, smooths out the " "dynamics and increases the overall volume." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "Dynamic range compressor reduces the level of the sound when the amplitude " "goes over a certain threshold in Decibels. One of the main uses of a " "compressor is to increase the dynamic range by clipping as little as " "possible (when sound goes over 0dB).\n" "Compressor has many uses in the mix:\n" "- In the Master bus to compress the whole output (although an " "[AudioEffectLimiter] is probably better).\n" "- In voice channels to ensure they sound as balanced as possible.\n" "- Sidechained. This can reduce the sound level sidechained with another " "audio bus for threshold detection. This technique is common in video game " "mixing to the level of music and SFX while voices are being heard.\n" "- Accentuates transients by using a wider attack, making effects sound more " "punchy." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "Compressor's reaction time when the signal exceeds the threshold, in " "microseconds. Value can range from 20 to 2000." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "Gain applied to the output signal." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "Balance between original signal and effect signal. Value can range from 0 " "(totally dry) to 1 (totally wet)." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "Amount of compression applied to the audio once it passes the threshold " "level. The higher the ratio, the more the loud parts of the audio will be " "compressed. Value can range from 1 to 48." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "Compressor's delay time to stop reducing the signal after the signal level " "falls below the threshold, in milliseconds. Value can range from 20 to 2000." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Adds a delay audio effect to an audio bus. Plays input signal back after a " "period of time.\n" "Two tap delay and feedback options." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Plays input signal back after a period of time. The delayed signal may be " "played back multiple times to create the sound of a repeating, decaying " "echo. Delay effects range from a subtle echo effect to a pronounced blending " "of previous sounds with new sounds." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Output percent of original sound. At 0, only delayed sounds are output. " "Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], feedback is enabled." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "Feedback delay time in milliseconds." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "Sound level for feedback." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], the first tap will be enabled." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "First tap delay time in milliseconds." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "Sound level for the first tap." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Pan position for the first tap. Value can range from -1 (fully left) to 1 " "(fully right)." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], the second tap will be enabled." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "Second tap delay time in milliseconds." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "Sound level for the second tap." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Pan position for the second tap. Value can range from -1 (fully left) to 1 " "(fully right)." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modifies the sound to make it distorted." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Different types are available: clip, tan, lo-fi (bit crushing), overdrive, " "or waveshape.\n" "By distorting the waveform the frequency content changes, which will often " "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "Distortion power. Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "High-pass filter, in Hz. Frequencies higher than this value will not be " "affected by the distortion. Value can range from 1 to 20000." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "Distortion type." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume after the effect, in decibels. Value can " "range from -80 to 24." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume before the effect, in decibels. Value can " "range from -60 to 60." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Digital distortion effect which cuts off peaks at the top and bottom of the " "waveform." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Low-resolution digital distortion effect (bit depth reduction). You can use " "it to emulate the sound of early digital audio devices." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Emulates the warm distortion produced by a field effect transistor, which is " "commonly used in solid-state musical instrument amplifiers. The [member " "drive] property has no effect in this mode." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Waveshaper distortions are used mainly by electronic musicians to achieve an " "extra-abrasive sound." msgstr "" #: doc/classes/AudioEffectEQ.xml msgid "" "Base class for audio equalizers. Gives you control over frequencies.\n" "Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] " "or [AudioEffectEQ21] don't fit your needs." msgstr "" #: doc/classes/AudioEffectEQ.xml msgid "" "AudioEffectEQ gives you control over frequencies. Use it to compensate for " "existing deficiencies in audio. AudioEffectEQs are useful on the Master bus " "to completely master a mix and give it more character. They are also useful " "when a game is run on a mobile device, to adjust the mix to that kind of " "speakers (it can be added but disabled when headphones are plugged)." msgstr "" #: doc/classes/AudioEffectEQ.xml msgid "Returns the number of bands of the equalizer." msgstr "" #: doc/classes/AudioEffectEQ.xml msgid "Returns the band's gain at the specified index, in dB." msgstr "" #: doc/classes/AudioEffectEQ.xml msgid "Sets band's gain at the specified index, in dB." msgstr "" #: doc/classes/AudioEffectEQ10.xml msgid "" "Adds a 10-band equalizer audio effect to an Audio bus. Gives you control " "over frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" #: doc/classes/AudioEffectEQ10.xml msgid "" "Frequency bands:\n" "Band 1: 31 Hz\n" "Band 2: 62 Hz\n" "Band 3: 125 Hz\n" "Band 4: 250 Hz\n" "Band 5: 500 Hz\n" "Band 6: 1000 Hz\n" "Band 7: 2000 Hz\n" "Band 8: 4000 Hz\n" "Band 9: 8000 Hz\n" "Band 10: 16000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." msgstr "" #: doc/classes/AudioEffectEQ21.xml msgid "" "Adds a 21-band equalizer audio effect to an Audio bus. Gives you control " "over frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" #: doc/classes/AudioEffectEQ21.xml msgid "" "Frequency bands:\n" "Band 1: 22 Hz\n" "Band 2: 32 Hz\n" "Band 3: 44 Hz\n" "Band 4: 63 Hz\n" "Band 5: 90 Hz\n" "Band 6: 125 Hz\n" "Band 7: 175 Hz\n" "Band 8: 250 Hz\n" "Band 9: 350 Hz\n" "Band 10: 500 Hz\n" "Band 11: 700 Hz\n" "Band 12: 1000 Hz\n" "Band 13: 1400 Hz\n" "Band 14: 2000 Hz\n" "Band 15: 2800 Hz\n" "Band 16: 4000 Hz\n" "Band 17: 5600 Hz\n" "Band 18: 8000 Hz\n" "Band 19: 11000 Hz\n" "Band 20: 16000 Hz\n" "Band 21: 22000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]." msgstr "" #: doc/classes/AudioEffectEQ6.xml msgid "" "Adds a 6-band equalizer audio effect to an audio bus. Gives you control over " "frequencies from 32 Hz to 10000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" #: doc/classes/AudioEffectEQ6.xml msgid "" "Frequency bands:\n" "Band 1: 32 Hz\n" "Band 2: 100 Hz\n" "Band 3: 320 Hz\n" "Band 4: 1000 Hz\n" "Band 5: 3200 Hz\n" "Band 6: 10000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Adds a filter to the audio bus." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Allows frequencies other than the [member cutoff_hz] to pass." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Threshold frequency for the filter, in Hz." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Gain amount of the frequencies after the filter." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "" #: doc/classes/AudioEffectHighPassFilter.xml msgid "Adds a high-pass filter to the audio bus." msgstr "" #: doc/classes/AudioEffectHighPassFilter.xml msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" #: doc/classes/AudioEffectHighShelfFilter.xml msgid "Adds a high-shelf filter to the audio bus." msgstr "" #: doc/classes/AudioEffectHighShelfFilter.xml msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "" "A limiter is similar to a compressor, but it's less flexible and designed to " "disallow sound going over a given dB threshold. Adding one in the Master bus " "is always recommended to reduce the effects of clipping.\n" "Soft clipping starts to reduce the peaks a little below the threshold level " "and progressively increases its effect as the input level increases such " "that the threshold is never exceeded." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " "to -0.1." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "" "Applies a gain to the limited waves, in decibels. Value can range from 0 to " "6." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." msgstr "" #: doc/classes/AudioEffectLowPassFilter.xml msgid "Adds a low-pass filter to the audio bus." msgstr "" #: doc/classes/AudioEffectLowPassFilter.xml msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" #: doc/classes/AudioEffectLowShelfFilter.xml msgid "Adds a low-shelf filter to the audio bus." msgstr "" #: doc/classes/AudioEffectLowShelfFilter.xml msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "" #: doc/classes/AudioEffectNotchFilter.xml msgid "Adds a notch filter to the Audio bus." msgstr "" #: doc/classes/AudioEffectNotchFilter.xml msgid "" "Attenuates frequencies in a narrow band around the [member AudioEffectFilter." "cutoff_hz] and cuts frequencies outside of this range." msgstr "" #: doc/classes/AudioEffectPanner.xml msgid "Adds a panner audio effect to an audio bus. Pans sound left or right." msgstr "" #: doc/classes/AudioEffectPanner.xml msgid "" "Determines how much of an audio signal is sent to the left and right buses." msgstr "" #: doc/classes/AudioEffectPanner.xml msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Adds a phaser audio effect to an audio bus.\n" "Combines the original signal with a copy that is slightly out of phase with " "the original." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Combines phase-shifted signals with the original signal. The movement of the " "phase-shifted signals is controlled using a low-frequency oscillator." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Governs how high the filter frequencies sweep. Low value will primarily " "affect bass frequencies. High value can sweep high into the treble. Value " "can range from 0.1 to 4." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the maximum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the minimum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Adjusts the rate in Hz at which the effect sweeps up and down across the " "frequency range." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "Adds a pitch-shifting audio effect to an audio bus.\n" "Raises or lowers the pitch of original sound." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "Allows modulation of pitch independently of tempo. All frequencies can be " "increased/decreased with minimal effect on transients." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the effect over time, but have greater latency. The effects of " "this higher latency are especially noticeable on sounds that have sudden " "amplitude changes." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "The oversampling factor to use. Higher values result in better quality, but " "are more demanding on the CPU and may cause audio cracking if the CPU can't " "keep up." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "The pitch scale to use. [code]1.0[/code] is the default pitch and plays " "sounds unaffected. [member pitch_scale] can range from [code]0.0[/code] " "(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " "the initial pitch)." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " "but stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 4096 samples for the Fast Fourier transform. Highest " "latency, but most stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Represents the size of the [enum FFTSize] enum." msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "Audio effect used for recording the sound from an audio bus." msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "" "Allows the user to record the sound from an audio bus. This can include all " "audio output by Godot when used on the \"Master\" audio bus.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "It sets and gets the format in which the audio file will be recorded (8-bit, " "16-bit, or compressed). It checks whether or not the recording is active, " "and if it is, records the sound. It then returns the recorded sample." msgstr "" #: doc/classes/AudioEffectRecord.xml doc/classes/AudioStreamMicrophone.xml msgid "Recording with microphone" msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "Returns the recorded sample." msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "Returns whether the recording is active or not." msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "" "If [code]true[/code], the sound will be recorded. Note that restarting the " "recording will remove the previously recorded sample." msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "" "Specifies the format in which the sample will be recorded. See [enum " "AudioStreamWAV.Format] for available formats." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "Adds a reverberation audio effect to an Audio bus." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Simulates the sound of acoustic environments such as rooms, concert halls, " "caverns, or an open spaces." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Defines how reflective the imaginary room's walls are. Value can range from " "0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Output percent of original sound. At 0, only modified sound is outputted. " "Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "High-pass filter passes signals with a frequency higher than a certain " "cutoff frequency and attenuates signals with frequencies lower than the " "cutoff frequency. Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "Output percent of predelay. Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Time between the original signal and the early reflections of the reverb " "signal, in milliseconds." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Dimensions of simulated room. Bigger means more echoes. Value can range from " "0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Widens or narrows the stereo image of the reverb tail. 1 means fully widens. " "Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Output percent of modified sound. At 0, only original sound is outputted. " "Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Audio effect that can be used for real-time audio visualizations." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "This audio effect does not affect sound output, but can be used for real-" "time audio visualizations.\n" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml doc/classes/AudioServer.xml #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml #: doc/classes/CanvasItem.xml msgid "Audio Spectrum Demo" msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Godot 3.2 will get new audio features" msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "The length of the buffer to keep (in seconds). Higher values keep data " "around for longer, but require more memory." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the spectrum analysis over time, but have greater latency. The " "effects of this higher latency are especially noticeable with sudden " "amplitude changes." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Use the average value as magnitude." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Use the maximum value as magnitude." msgstr "" #: doc/classes/AudioEffectStereoEnhance.xml msgid "" "An audio effect that can be used to adjust the intensity of stereo panning." msgstr "" #: doc/classes/AudioEffectStereoEnhance.xml msgid "" "Values greater than 1.0 increase intensity of any panning on audio passing " "through this effect, whereas values less than 1.0 will decrease the panning " "intensity. A value of 0.0 will downmix audio to mono." msgstr "" #: doc/classes/AudioListener2D.xml doc/classes/AudioListener3D.xml msgid "Overrides the location sounds are heard from." msgstr "" #: doc/classes/AudioListener2D.xml msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. Only one " "[AudioListener2D] can be current. Using [method make_current] will disable " "the previous [AudioListener2D].\n" "If there is no active [AudioListener2D] in the current [Viewport], center of " "the screen will be used as a hearing point for the audio. [AudioListener2D] " "needs to be inside [SceneTree] to function." msgstr "" #: doc/classes/AudioListener2D.xml msgid "" "Disables the [AudioListener2D]. If it's not set as current, this method will " "have no effect." msgstr "" #: doc/classes/AudioListener2D.xml msgid "" "Returns [code]true[/code] if this [AudioListener2D] is currently active." msgstr "" #: doc/classes/AudioListener2D.xml msgid "" "Makes the [AudioListener2D] active, setting it as the hearing point for the " "sounds. If there is already another active [AudioListener2D], it will be " "disabled.\n" "This method will have no effect if the [AudioListener2D] is not added to " "[SceneTree]." msgstr "" #: doc/classes/AudioListener3D.xml msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. This can be used to " "listen from a location different from the [Camera3D]." msgstr "" #: doc/classes/AudioListener3D.xml msgid "Disables the listener to use the current camera's listener instead." msgstr "" #: doc/classes/AudioListener3D.xml msgid "Returns the listener's global orthonormalized [Transform3D]." msgstr "" #: doc/classes/AudioListener3D.xml msgid "" "Returns [code]true[/code] if the listener was made current using [method " "make_current], [code]false[/code] otherwise.\n" "[b]Note:[/b] There may be more than one AudioListener3D marked as " "\"current\" in the scene tree, but only the one that was made current last " "will be used." msgstr "" #: doc/classes/AudioListener3D.xml msgid "Enables the listener. This will override the current camera's listener." msgstr "" #: doc/classes/AudioServer.xml msgid "Server interface for low-level audio access." msgstr "" #: doc/classes/AudioServer.xml msgid "" "[AudioServer] is a low-level server interface for audio access. It is in " "charge of creating sample data (playable audio) as well as its playback via " "a voice interface." msgstr "" #: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml msgid "Audio Device Changer Demo" msgstr "" #: doc/classes/AudioServer.xml msgid "Adds a bus at [param at_position]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Adds an [AudioEffect] effect to the bus [param bus_idx] at [param " "at_position]." msgstr "" #: doc/classes/AudioServer.xml msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the number of channels of the bus at index [param bus_idx]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffect] at position [param effect_idx] in bus [param " "bus_idx]." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the number of effects on the bus at [param bus_idx]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the index of the bus with the name [param bus_name]. Returns " "[code]-1[/code] if no bus with the specified name exist." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the name of the bus with the index [param bus_idx]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the left speaker at bus index [param bus_idx] and " "channel index [param channel]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the right speaker at bus index [param bus_idx] " "and channel index [param channel]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the name of the bus that the bus at index [param bus_idx] sends to." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the volume of the bus at index [param bus_idx] in dB." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the names of all audio input devices detected on the system.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the names of all audio output devices detected on the system." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the audio driver's effective output latency. This is based on " "[member ProjectSettings.audio/driver/output_latency], but the exact returned " "value will differ depending on the operating system and audio driver.\n" "[b]Note:[/b] This can be expensive; it is not recommended to call [method " "get_output_latency] every frame." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the speaker configuration." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the relative time since the last mix occurred." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the relative time until the next mix occurs." msgstr "" #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the bus at index [param bus_idx] is bypassing effects." msgstr "" #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the effect at index [param effect_idx] on the bus at " "index [param bus_idx] is enabled." msgstr "" #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [param bus_idx] is muted." msgstr "" #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [param bus_idx] is in solo mode." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Locks the audio driver's main loop.\n" "[b]Note:[/b] Remember to unlock it afterwards." msgstr "" #: doc/classes/AudioServer.xml msgid "Moves the bus from index [param index] to index [param to_index]." msgstr "" #: doc/classes/AudioServer.xml msgid "Removes the bus at index [param index]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Removes the effect at index [param effect_idx] from the bus at index [param " "bus_idx]." msgstr "" #: doc/classes/AudioServer.xml msgid "Overwrites the currently used [AudioBusLayout]." msgstr "" #: doc/classes/AudioServer.xml msgid "Sets the name of the bus at index [param bus_idx] to [param name]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Connects the output of the bus at [param bus_idx] to the bus named [param " "send]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Sets the volume of the bus at index [param bus_idx] to [param volume_db]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "If set to [code]true[/code], all instances of [AudioStreamPlayback] will " "call [method AudioStreamPlayback._tag_used_streams] every mix step.\n" "[b]Note:[/b] This is enabled by default in the editor, as it is used by " "editor plugins for the audio stream previews." msgstr "" #: doc/classes/AudioServer.xml msgid "Swaps the position of two effects in bus [param bus_idx]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "" #: doc/classes/AudioServer.xml msgid "Number of available audio buses." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Name of the current device for audio input (see [method " "get_input_device_list]). On systems with multiple audio inputs (such as " "analog, USB and HDMI audio), this can be used to select the audio input " "device. The value [code]\"Default\"[/code] will record audio on the system-" "wide default audio input. If an invalid device name is set, the value will " "be reverted back to [code]\"Default\"[/code].\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Name of the current device for audio output (see [method " "get_output_device_list]). On systems with multiple audio outputs (such as " "analog, USB and HDMI audio), this can be used to select the audio output " "device. The value [code]\"Default\"[/code] will play audio on the system-" "wide default audio output. If an invalid device name is set, the value will " "be reverted back to [code]\"Default\"[/code]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Scales the rate at which audio is played (i.e. setting it to [code]0.5[/" "code] will make the audio be played at half its speed)." msgstr "" #: doc/classes/AudioServer.xml msgid "Emitted when an audio bus is added, deleted, or moved." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Emitted when the audio bus at [param bus_index] is renamed from [param " "old_name] to [param new_name]." msgstr "" #: doc/classes/AudioServer.xml msgid "Two or fewer speakers were detected." msgstr "" #: doc/classes/AudioServer.xml msgid "A 3.1 channel surround setup was detected." msgstr "" #: doc/classes/AudioServer.xml msgid "A 5.1 channel surround setup was detected." msgstr "" #: doc/classes/AudioServer.xml msgid "A 7.1 channel surround setup was detected." msgstr "" #: doc/classes/AudioStream.xml msgid "Base class for audio streams." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Base class for audio streams. Audio streams are used for sound effects and " "music playback, and support WAV (via [AudioStreamWAV]) and Ogg (via " "[AudioStreamOggVorbis]) file formats." msgstr "" #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Audio streams" msgstr "" #: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml #: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml msgid "Audio Generator Demo" msgstr "" #: doc/classes/AudioStream.xml msgid "" "Overridable method. Should return the total number of beats of this audio " "stream. Used by the engine to determine the position of every beat.\n" "Ideally, the returned value should be based off the stream's sample rate " "([member AudioStreamWAV.mix_rate], for example)." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Overridable method. Should return the tempo of this audio stream, in beats " "per minute (BPM). Used by the engine to determine the position of every " "beat.\n" "Ideally, the returned value should be based off the stream's sample rate " "([member AudioStreamWAV.mix_rate], for example)." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the returned value of [method get_length]. " "Should return the length of this audio stream, in seconds." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the name assigned to this audio stream. " "Unused by the engine." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the returned value of [method " "instantiate_playback]. Should returned a new [AudioStreamPlayback] created " "when the stream is played (such as by an [AudioStreamPlayer]).." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the returned value of [method " "is_monophonic]. Should return [code]true[/code] if this audio stream only " "supports one channel." msgstr "" #: doc/classes/AudioStream.xml msgid "Returns the length of the audio stream in seconds." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Returns a newly created [AudioStreamPlayback] intended to play this audio " "stream. Useful for when you want to extend [method _instantiate_playback] " "but call [method instantiate_playback] from an internally held AudioStream " "subresource. An example of this can be found in the source code for " "[code]AudioStreamRandomPitch::instantiate_playback[/code]." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Returns [code]true[/code] if this audio stream only supports one channel " "([i]monophony[/i]), or [code]false[/code] if the audio stream supports two " "or more channels ([i]polyphony[/i])." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "An audio stream with utilities for procedural sound generation." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "[AudioStreamGenerator] is a type of audio stream that does not play back " "sounds on its own; instead, it expects a script to generate audio data for " "it. See also [AudioStreamGeneratorPlayback].\n" "Here's a sample on how to use it to generate a sine wave:\n" "[codeblocks]\n" "[gdscript]\n" "var playback # Will hold the AudioStreamGeneratorPlayback.\n" "@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n" "var pulse_hz = 440.0 # The frequency of the sound wave.\n" "\n" "func _ready():\n" " $AudioStreamPlayer.play()\n" " playback = $AudioStreamPlayer.get_stream_playback()\n" " fill_buffer()\n" "\n" "func fill_buffer():\n" " var phase = 0.0\n" " var increment = pulse_hz / sample_hz\n" " var frames_available = playback.get_frames_available()\n" "\n" " for i in range(frames_available):\n" " playback.push_frame(Vector2.ONE * sin(phase * TAU))\n" " phase = fmod(phase + increment, 1.0)\n" "[/gdscript]\n" "[csharp]\n" "[Export] public AudioStreamPlayer Player { get; set; }\n" "\n" "private AudioStreamGeneratorPlayback _playback; // Will hold the " "AudioStreamGeneratorPlayback.\n" "private float _sampleHz;\n" "private float _pulseHz = 440.0f; // The frequency of the sound wave.\n" "\n" "public override void _Ready()\n" "{\n" " if (Player.Stream is AudioStreamGenerator generator) // Type as a " "generator to access MixRate.\n" " {\n" " _sampleHz = generator.MixRate;\n" " Player.Play();\n" " _playback = (AudioStreamGeneratorPlayback)Player." "GetStreamPlayback();\n" " FillBuffer();\n" " }\n" "}\n" "\n" "public void FillBuffer()\n" "{\n" " double phase = 0.0;\n" " float increment = _pulseHz / _sampleHz;\n" " int framesAvailable = _playback.GetFramesAvailable();\n" "\n" " for (int i = 0; i < framesAvailable; i++)\n" " {\n" " _playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf." "Tau));\n" " phase = Mathf.PosMod(phase + increment, 1.0);\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "In the example above, the \"AudioStreamPlayer\" node must use an " "[AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function " "provides audio data for approximating a sine wave.\n" "See also [AudioEffectSpectrumAnalyzer] for performing real-time audio " "spectrum analysis.\n" "[b]Note:[/b] Due to performance constraints, this class is best used from C# " "or from a compiled language via GDExtension. If you still want to use this " "class from GDScript, consider using a lower [member mix_rate] such as 11,025 " "Hz or 22,050 Hz." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "The length of the buffer to generate (in seconds). Lower values result in " "less latency, but require the script to generate audio data faster, " "resulting in increased CPU usage and more risk for audio cracking if the CPU " "can't keep up." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "The sample rate to use (in Hz). Higher values are more demanding for the CPU " "to generate, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " "are generating lower-pitched sounds such as voices, lower sample rates such " "as [code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" "code] otherwise." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Clears the audio sample data buffer." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Returns the number of frames that can be pushed to the audio sample data " "buffer without overflowing it. If the result is [code]0[/code], the buffer " "is full." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Returns the number of times the playback skipped due to a buffer underrun in " "the audio sample data. This value is reset at the start of the playback." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Pushes several audio data frames to the buffer. This is usually more " "efficient than [method push_frame] in C# and compiled languages via " "GDExtension, but [method push_buffer] may be [i]less[/i] efficient in " "GDScript." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Pushes a single audio data frame to the buffer. This is usually less " "efficient than [method push_buffer] in C# and compiled languages via " "GDExtension, but [method push_frame] may be [i]more[/i] efficient in " "GDScript." msgstr "" #: doc/classes/AudioStreamMicrophone.xml msgid "Plays real-time audio input data." msgstr "" #: doc/classes/AudioStreamMicrophone.xml msgid "" "When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] " "plays back microphone input in real-time. This can be used in conjunction " "with [AudioEffectCapture] to process the data or save it.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "MP3 audio stream driver." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" "MP3 audio stream driver. See [member data] if you want to load an MP3 file " "at run-time." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" "Contains the audio data in bytes.\n" "You can load a file without having to import it beforehand using the code " "snippet below. Keep in mind that this snippet loads the whole file into " "memory and may not be ideal for huge files (hundreds of megabytes or more).\n" "[codeblocks]\n" "[gdscript]\n" "func load_mp3(path):\n" " var file = FileAccess.open(path, FileAccess.READ)\n" " var sound = AudioStreamMP3.new()\n" " sound.data = file.get_buffer(file.get_length())\n" " return sound\n" "[/gdscript]\n" "[csharp]\n" "public AudioStreamMP3 LoadMP3(string path)\n" "{\n" " using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" " var sound = new AudioStreamMP3();\n" " sound.Data = file.GetBuffer(file.GetLength());\n" " return sound;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "Time in seconds at which the stream starts after being looped." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "A class representing an Ogg Vorbis audio stream." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "" "The AudioStreamOggVorbis class is a specialized [AudioStream] for handling " "Ogg Vorbis file formats. It offers functionality for loading and playing " "back Ogg Vorbis files, as well as managing looping and other playback " "properties. This class is part of the audio stream system, which also " "supports WAV files through the [AudioStreamWAV] class." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml #: doc/classes/AudioStreamWAV.xml doc/classes/FileAccess.xml #: doc/classes/FontFile.xml modules/gltf/doc_classes/GLTFAccessor.xml #: modules/gltf/doc_classes/GLTFAnimation.xml #: modules/gltf/doc_classes/GLTFBufferView.xml #: modules/gltf/doc_classes/GLTFCamera.xml #: modules/gltf/doc_classes/GLTFDocument.xml #: modules/gltf/doc_classes/GLTFDocumentExtension.xml #: modules/gltf/doc_classes/GLTFDocumentExtensionConvertImporterMesh.xml #: modules/gltf/doc_classes/GLTFLight.xml modules/gltf/doc_classes/GLTFMesh.xml #: modules/gltf/doc_classes/GLTFNode.xml #: modules/gltf/doc_classes/GLTFPhysicsBody.xml #: modules/gltf/doc_classes/GLTFPhysicsShape.xml #: modules/gltf/doc_classes/GLTFSkeleton.xml #: modules/gltf/doc_classes/GLTFSkin.xml #: modules/gltf/doc_classes/GLTFSpecGloss.xml #: modules/gltf/doc_classes/GLTFState.xml #: modules/gltf/doc_classes/GLTFTexture.xml #: modules/gltf/doc_classes/GLTFTextureSampler.xml doc/classes/Image.xml #: doc/classes/VideoStream.xml msgid "Runtime file loading and saving" msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "" "Creates a new AudioStreamOggVorbis instance from the given buffer. The " "buffer must contain Ogg Vorbis data." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "" "Creates a new AudioStreamOggVorbis instance from the given file path. The " "file must be in Ogg Vorbis format." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "" "If [code]true[/code], the audio will play again from the specified [member " "loop_offset] once it is done playing. Useful for ambient sounds and " "background music." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "Contains the raw Ogg data for this stream." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "Meta class for playing back audio." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOggVorbis] for usage." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Overridable method. Should return how many times this audio stream has " "looped. Most built-in playbacks always return [code]0[/code]." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Overridable method. Should return the current progress along the audio " "stream, in seconds." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Overridable method. Should return [code]true[/code] if this playback is " "active and playing its audio stream." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Override this method to customize how the audio stream is mixed. This method " "is called even if the playback is not active.\n" "[b]Note:[/b] It is not useful to override this method in GDScript or C#. " "Only GDExtension can take advantage of it." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Override this method to customize what happens when seeking this audio " "stream at the given [param position], such as by calling [method " "AudioStreamPlayer.seek]." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Override this method to customize what happens when the playback starts at " "the given position, such as by calling [method AudioStreamPlayer.play]." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Override this method to customize what happens when the playback is stopped, " "such as by calling [method AudioStreamPlayer.stop]." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Overridable method. Called whenever the audio stream is mixed if the " "playback is active and [method AudioServer." "set_enable_tagging_used_audio_streams] has been set to [code]true[/code]. " "Editor plugins may use this method to \"tag\" the current position along the " "audio stream and display it in a preview." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "Playback instance for [AudioStreamPolyphonic]." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Playback instance for [AudioStreamPolyphonic]. After setting the " "[code]stream[/code] property of [AudioStreamPlayer], [AudioStreamPlayer2D], " "or [AudioStreamPlayer3D], the playback instance can be obtained by calling " "[method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D." "get_stream_playback] or [method AudioStreamPlayer3D.get_stream_playback] " "methods." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Return true whether the stream associated with an integer ID is still " "playing. Check [method play_stream] for information on when this ID becomes " "invalid." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Play an [AudioStream] at a given offset, volume and pitch scale. Playback " "starts immediately.\n" "The return value is a unique integer ID that is associated to this playback " "stream and which can be used to control it.\n" "This ID becomes invalid when the stream ends (if it does not loop), when the " "[AudioStreamPlaybackPolyphonic] is stopped, or when [method stop_stream] is " "called.\n" "This function returns [constant INVALID_ID] if the amount of streams " "currently playing equals [member AudioStreamPolyphonic.polyphony]. If you " "need a higher amount of maximum polyphony, raise this value." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Change the stream pitch scale. The [param stream] argument is an integer ID " "returned by [method play_stream]." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Change the stream volume (in db). The [param stream] argument is an integer " "ID returned by [method play_stream]." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Stop a stream. The [param stream] argument is an integer ID returned by " "[method play_stream], which becomes invalid after calling this function." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Returned by [method play_stream] in case it could not allocate a stream for " "playback." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Plays back audio non-positionally." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Plays an audio stream non-positionally.\n" "To play audio positionally, use [AudioStreamPlayer2D] or " "[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Returns the position in the [AudioStream] in seconds." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer]." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] " "object or not." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Plays the audio from the given [param from_position], in seconds." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Sets the position from which audio will be played, in seconds." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Stops the audio." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "" "Bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The maximum number of sounds this node can play at the same time. Playing " "additional sounds after this value is reached will cut off the oldest sounds." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "If the audio configuration has more than two speakers, this sets the target " "channels. See [enum MixTarget] constants." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " "sample rate." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "If [code]true[/code], audio is playing." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "The [AudioStream] object to be played." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Volume of sound, in dB." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Emitted when the audio stops playing." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played only on the first channel." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played on all surround channels." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "The audio will be played on the second channel, which is usually the center." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Plays positional sound in 2D space." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Plays audio that is attenuated with distance to the listener.\n" "By default, audio is heard from the screen center. This can be changed by " "adding an [AudioListener2D] node to the scene and enabling it by calling " "[method AudioListener2D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Returns the position in the [AudioStream]." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "Queues the audio to play on the next physics frame, from the given position " "[param from_position], in seconds." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a " "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "The volume is attenuated over distance with this as an exponent." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Maximum distance from which audio is still hearable." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher " "values will pan audio from left to right more dramatically than lower values." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], audio is playing or is queued to be played (see " "[method play])." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Base volume before attenuation." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Plays positional sound in 3D space." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Plays audio with positional sound effects, based on the relative position of " "the audio listener. Positional effects include distance attenuation, " "directionality, and the Doppler effect. For greater realism, a low-pass " "filter is applied to distant sounds. This can be disabled by setting [member " "attenuation_filter_cutoff_hz] to [code]20500[/code].\n" "By default, audio is heard from the camera position. This can be changed by " "adding an [AudioListener3D] node to the scene and enabling it by calling " "[method AudioListener3D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Determines which [Area3D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a " "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The cutoff frequency of the attenuation low-pass filter, in Hz. A sound " "above this frequency is attenuated more than a sound below this frequency. " "To disable this effect, set this to [code]20500[/code] as this frequency is " "above the human hearing limit." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Amount how much the filter affects the loudness, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Decides if audio should get quieter with distance linearly, quadratically, " "logarithmically, or not be affected by distance, effectively disabling " "attenuation." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Decides in which step the Doppler effect should be calculated." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "The angle in which the audio reaches a listener unattenuated." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], the audio should be attenuated according to the " "direction of the sound." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Attenuation factor used if listener is outside of [member " "emission_angle_degrees] and [member emission_angle_enabled] is set, in " "decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Sets the absolute maximum of the sound level, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The distance past which the sound can no longer be heard at all. Only has an " "effect if set to a value greater than [code]0.0[/code]. [member " "max_distance] works in tandem with [member unit_size]. However, unlike " "[member unit_size] whose behavior depends on the [member attenuation_model], " "[member max_distance] always works in a linear fashion. This can be used to " "prevent the [AudioStreamPlayer3D] from requiring audio mixing when the " "listener is far away, which saves CPU resources." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/3d_panning_strength] with this factor. Higher " "values will pan audio from left to right more dramatically than lower values." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "The [AudioStream] resource to be played." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The factor for the attenuation effect. Higher values make the sound audible " "over a larger distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "The base sound level before attenuation, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Attenuation of loudness according to linear distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Attenuation of loudness according to squared distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Attenuation of loudness according to logarithmic distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "No attenuation of loudness according to distance. The sound will still be " "heard positionally, unlike an [AudioStreamPlayer]. [constant " "ATTENUATION_DISABLED] can be combined with a [member max_distance] value " "greater than [code]0.0[/code] to achieve linear attenuation clamped to a " "sphere of a defined size." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Disables doppler tracking." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Executes doppler tracking during process frames (see [constant Node." "NOTIFICATION_INTERNAL_PROCESS])." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Executes doppler tracking during physics frames (see [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgstr "" #: doc/classes/AudioStreamPolyphonic.xml msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player." msgstr "" #: doc/classes/AudioStreamPolyphonic.xml msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player.\n" "Playback control is done via the [AudioStreamPlaybackPolyphonic] instance " "set inside the player, which can be obtained via [method AudioStreamPlayer." "get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or " "[method AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the " "playback instance is only valid after the [code]stream[/code] property is " "set as an [AudioStreamPolyphonic] in those players." msgstr "" #: doc/classes/AudioStreamPolyphonic.xml msgid "Maximum amount of simultaneous streams that can be played." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "Wraps a pool of audio streams with pitch and volume shifting." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Picks a random AudioStream from the pool, depending on the playback mode, " "and applies random pitch shifting and volume shifting during playback." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Insert a stream at the specified index. If the index is less than zero, the " "insertion occurs at the end of the underlying pool." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "Returns the stream at the specified index." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Returns the probability weight associated with the stream at the given index." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "Move a stream from one index to another." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "Remove the stream at the specified index." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "Set the AudioStream at the specified index." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Set the probability weight of the stream at the specified index. The higher " "this value, the more likely that the randomizer will choose this stream " "during random playback modes." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Controls how this AudioStreamRandomizer picks which AudioStream to play next." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "The intensity of random pitch variation. A value of 1 means no variation." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "The intensity of random volume variation. A value of 0 means no variation." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "The number of streams in the stream pool." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Pick a stream at random according to the probability weights chosen for each " "stream, but avoid playing the same stream twice in a row whenever possible. " "If only 1 sound is present in the pool, the same sound will always play, " "effectively allowing repeats to occur." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Pick a stream at random according to the probability weights chosen for each " "stream. If only 1 sound is present in the pool, the same sound will always " "play." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Play streams in the order they appear in the stream pool. If only 1 sound is " "present in the pool, the same sound will always play." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "Stores audio data loaded from WAV files." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "AudioStreamWAV stores sound samples loaded from WAV files. To play the " "stored sound, use an [AudioStreamPlayer] (for non-positional audio) or " "[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The " "sound can be looped.\n" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA " "ADPCM format can't be saved.\n" "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " "[param path] if it is missing." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Contains the audio data in bytes.\n" "[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned " "PCM8 to signed PCM8, subtract 128 from each byte." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "Audio format. See [enum Format] constants for values." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "The loop start point (in number of samples, relative to the beginning of the " "sample). This information will be imported automatically from the WAV file " "if present." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "The loop end point (in number of samples, relative to the beginning of the " "sample). This information will be imported automatically from the WAV file " "if present." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "The loop mode. This information will be imported automatically from the WAV " "file if present. See [enum LoopMode] constants for values." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "The sample rate for mixing this audio. Higher values require more storage " "space, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " "are using lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "If [code]true[/code], audio is stereo." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "8-bit audio codec." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "16-bit audio codec." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "Audio is compressed using IMA ADPCM." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "Audio does not loop." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing forward only." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing back and forth." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing backward only." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" "A node that copies a region of the screen to a buffer for access in shader " "code." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" "Node for back-buffering the currently-displayed screen. The region defined " "in the [BackBufferCopy] node is buffered with the content of the screen it " "covers, or the entire screen according to the [member copy_mode]. It can be " "accessed in shader scripts using the screen texture (i.e. a uniform sampler " "with [code]hint_screen_texture[/code]).\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " "anchors and margins won't apply to child [Control]-derived nodes. This can " "be problematic when resizing the window. To avoid this, add [Control]-" "derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of " "adding them as children." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "Buffer mode. See [enum CopyMode] constants." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" "The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" "Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "[BackBufferCopy] buffers a rectangular region." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "[BackBufferCopy] buffers the entire screen." msgstr "" #: doc/classes/BaseButton.xml msgid "Abstract base class for GUI buttons." msgstr "" #: doc/classes/BaseButton.xml msgid "" "[BaseButton] is an abstract base class for GUI buttons. It doesn't display " "anything by itself." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Called when the button is pressed. If you need to know the button's pressed " "state (and [member toggle_mode] is active), use [method _toggled] instead." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Returns the visual state used to draw the button. This is useful mainly when " "implementing your own draw code by either overriding _draw() or connecting " "to \"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Changes the [member button_pressed] state of the button, without emitting " "[signal toggled]. Use when you just want to change the state of the button " "without sending the pressed event (e.g. when initializing scene). Only works " "if [member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] This method doesn't unpress other buttons in [member " "button_group]." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Determines when the button is considered clicked, one of the [enum " "ActionMode] constants." msgstr "" #: doc/classes/BaseButton.xml msgid "" "The [ButtonGroup] associated with the button. Not to be confused with node " "groups.\n" "[b]Note:[/b] The button will be configured as a radio button if a " "[ButtonGroup] is assigned to it." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Binary mask to choose which mouse buttons this button will respond to.\n" "To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | " "MOUSE_BUTTON_MASK_RIGHT[/code]." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button's state is pressed. Means the button is " "pressed down or toggled (if [member toggle_mode] is active). Only works if " "[member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] " "to be emitted. If you want to change the pressed state without emitting that " "signal, use [method set_pressed_no_signal]." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked " "or toggled." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button stays pressed when moving the cursor " "outside the button while pressing it.\n" "[b]Note:[/b] This property only affects the button's visual appearance. " "Signals will be emitted at the same moment regardless of this property's " "value." msgstr "" #: doc/classes/BaseButton.xml msgid "[Shortcut] associated to the button." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button will highlight for a short amount of time " "when its shortcut is activated. If [code]false[/code] and [member " "toggle_mode] is [code]false[/code], the shortcut will activate without any " "visual feedback." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button is in toggle mode. Makes the button flip " "state between pressed and unpressed each time its area is clicked." msgstr "" #: doc/classes/BaseButton.xml msgid "Emitted when the button starts being held down." msgstr "" #: doc/classes/BaseButton.xml msgid "Emitted when the button stops being held down." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Emitted when the button is toggled or pressed. This is on [signal " "button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] " "and on [signal button_up] otherwise.\n" "If you need to know the button's pressed state (and [member toggle_mode] is " "active), use [signal toggled] instead." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Emitted when the button was just toggled between pressed and normal states " "(only if [member toggle_mode] is active). The new state is contained in the " "[param toggled_on] argument." msgstr "" #: doc/classes/BaseButton.xml msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "" #: doc/classes/BaseButton.xml msgid "The state of buttons are pressed." msgstr "" #: doc/classes/BaseButton.xml msgid "The state of buttons are hovered." msgstr "" #: doc/classes/BaseButton.xml msgid "The state of buttons are disabled." msgstr "" #: doc/classes/BaseButton.xml msgid "The state of buttons are both hovered and pressed." msgstr "" #: doc/classes/BaseButton.xml msgid "Require just a press to consider the button clicked." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Abstract base class for defining the 3D rendering properties of meshes." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "This class serves as a default material with a wide variety of rendering " "features and properties without the need to write shader code. See the " "tutorial below for details." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/ORMMaterial3D.xml #: doc/classes/StandardMaterial3D.xml msgid "Standard Material 3D and ORM Material 3D" msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Returns [code]true[/code], if the specified flag is enabled. See [enum " "Flags] enumerator for options." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Returns the [Texture2D] associated with the specified [enum TextureParam]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the specified [enum Feature]. Many features " "that are available in [BaseMaterial3D]s need to be enabled before use. This " "way the cost for using the feature is only incurred when specified. Features " "can also be enabled by setting the corresponding member to [code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " "behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " "enumerator for options." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Sets the texture for the slot specified by [param param]. See [enum " "TextureParam] for available slots." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material's base color.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member " "detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] " "modulate the detail texture. This can be used to color partial areas of a " "material by not specifying an albedo texture and using a transparent [member " "detail_albedo] texture instead." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects.\n" "If the texture appears unexpectedly too dark or too bright, check [member " "albedo_texture_force_srgb]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], forces a conversion of the [member albedo_texture] " "from sRGB color space to linear color space. See also [member " "vertex_color_is_srgb].\n" "This should only be enabled when needed (typically when using a " "[ViewportTexture] as [member albedo_texture]). If [member " "albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the " "texture will appear to be too dark. If [member albedo_texture_force_srgb] is " "[code]false[/code] when it shouldn't be, the texture will appear to be too " "bright." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables multichannel signed distance field rendering shader. Use [member " "msdf_pixel_range] and [member msdf_outline_size] to configure MSDF " "parameters." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml msgid "Threshold at which antialiasing will be applied on the alpha channel." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The type of alpha antialiasing to apply. See [enum AlphaAntiAliasing]." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml msgid "" "The hashing scale for Alpha Hash. Recommended values between [code]0[/code] " "and [code]2[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Threshold at which the alpha scissor will discard values. Higher values will " "result in more pixels being discarded. If the material becomes too opaque at " "a distance, try increasing [member alpha_scissor_threshold]. If the material " "disappears at a distance, try decreasing [member alpha_scissor_threshold]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The strength of the anisotropy effect. This is multiplied by [member " "anisotropy_flowmap]'s alpha channel if a texture is defined there and the " "texture contains an alpha channel." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " "the specular blob and aligns it to tangent space. This is useful for brushed " "aluminium and hair reflections.\n" "[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " "does not contain tangents, the anisotropy effect will appear broken.\n" "[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " "texture filtering, which can be enabled by setting [member texture_filter] " "to [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that offsets the tangent map for anisotropy calculations and " "optionally controls the anisotropy effect (if an alpha channel is present). " "The flowmap texture is expected to be a derivative map, with the red channel " "representing distortion on the X axis and green channel representing " "distortion on the Y axis. Values below 0.5 will result in negative " "distortion, whereas values above 0.5 will result in positive distortion.\n" "If present, the texture's alpha channel will be used to multiply the " "strength of the [member anisotropy] effect. Fully opaque pixels will keep " "the anisotropy effect's original strength while fully transparent pixels " "will disable the anisotropy effect entirely. The flowmap texture's blue " "channel is ignored." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " "darkens areas based on the [member ao_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Amount that ambient occlusion affects lighting from lights. If [code]0[/" "code], ambient occlusion only affects ambient light. If [code]1[/code], " "ambient occlusion affects lights just as much as it affects ambient light. " "This can be used to impact the strength of the ambient occlusion effect, but " "typically looks unrealistic." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that defines the amount of ambient occlusion for a given point on " "the object." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies the channel of the [member ao_texture] in which the ambient " "occlusion information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The color used by the backlight effect. Represents the light passing through " "an object." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the backlight effect is enabled. See also [member " "subsurf_scatter_transmittance_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to control the backlight effect per-pixel. Added to [member " "backlight]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise, the scale is lost when billboarding. Only applies when [member " "billboard_mode] is not [constant BILLBOARD_DISABLED]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Controls how the object faces the camera. See [enum BillboardMode].\n" "[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " "vector of the camera is not horizontal when the screen is attached to your " "head instead of on the table. See [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url] for details." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " "transparent pipeline. See [enum BlendMode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks " "the same as disabling the clearcoat effect." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], clearcoat rendering is enabled. Adds a secondary " "transparent pass to the lighting calculation resulting in an added specular " "blob. This makes materials appear as if they have a clear layer on them that " "can be either glossy or rough.\n" "[b]Note:[/b] Clearcoat rendering is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Sets the roughness of the clearcoat pass. A higher value results in a " "rougher clearcoat while a lower value results in a smoother clearcoat." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that defines the strength of the clearcoat effect and the glossiness " "of the clearcoat. Strength is specified in the red channel while glossiness " "is specified in the green channel." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Determines which side of the triangle to cull depending on whether the " "triangle faces towards or away from the camera. See [enum CullMode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Determines when depth rendering takes place. See [enum DepthDrawMode]. See " "also [member transparency]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that specifies the color of the detail overlay. [member " "detail_albedo]'s alpha channel is used as a mask, even when the material is " "opaque. To use a dedicated texture as a mask, see [member detail_mask].\n" "[b]Note:[/b] [member detail_albedo] is [i]not[/i] modulated by [member " "albedo_color]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]. See [enum BlendMode] for options." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the detail overlay. Detail is a second texture " "that gets mixed over the surface of the object based on [member detail_mask] " "and [member detail_albedo]'s alpha channel. This can be used to add " "variation to objects, or to blend between two different albedo/normal " "textures." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to specify how the detail textures get blended with the base " "textures. [member detail_mask] can be used together with [member " "detail_albedo]'s alpha channel (if any)." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that specifies the per-pixel normal of the detail overlay. The " "[member detail_normal] texture only uses the red and green channels; the " "blue and alpha channels are ignored. The normal read from [member " "detail_normal] is oriented around the surface normal provided by the " "[Mesh].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer. See [enum DetailUV] for options." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "If [code]true[/code], the object receives no ambient light." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the object will not be affected by fog (neither " "volumetric nor depth fog). This is useful for unshaded or transparent " "materials (e.g. particles), which without this setting will be affected even " "if fully transparent." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Distance at which the object appears fully opaque.\n" "[b]Note:[/b] If [member distance_fade_max_distance] is less than [member " "distance_fade_min_distance], the behavior will be reversed. The object will " "start to fade away at [member distance_fade_max_distance] and will fully " "disappear once it reaches [member distance_fade_min_distance]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Distance at which the object starts to become visible. If the object is less " "than this distance away, it will be invisible.\n" "[b]Note:[/b] If [member distance_fade_min_distance] is greater than [member " "distance_fade_max_distance], the behavior will be reversed. The object will " "start to fade away at [member distance_fade_max_distance] and will fully " "disappear once it reaches [member distance_fade_min_distance]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The emitted light's color. See [member emission_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the body emits light. Emitting light makes the object " "appear brighter. The object can also cast light on other objects if a " "[VoxelGI], SDFGI, or [LightmapGI] is used and this object is used in baked " "lighting." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Multiplier for emitted light. See [member emission_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Luminance of emitted light, measured in nits (candela per square meter). " "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled. The default is roughly equivalent to " "an indoor lightbulb." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply. See [enum EmissionOperator] for options." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture that specifies how much surface emits light at a given point." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the vertex grow setting. This can be used to " "create mesh-based outlines using a second material pass and its [member " "cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n" "[b]Note:[/b] Vertex growth cannot create new vertices, which means that " "visible gaps may occur in sharp corners. This can be alleviated by designing " "the mesh to use smooth normals exclusively using [url=https://wiki.polycount." "com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D " "authoring software. In this case, grow will be able to join every outline " "together, just like in the original mesh." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Grows object vertices in the direction of their normals. Only effective if " "[member grow] is [code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], uses parallax occlusion mapping to represent depth in " "the material instead of simple offset mapping (see [member " "heightmap_enabled]). This results in a more convincing depth effect, but is " "much more expensive on the GPU. Only enable this on materials where it makes " "a significant visual difference." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], height mapping is enabled (also called \"parallax " "mapping\" or \"depth mapping\"). See also [member normal_enabled]. Height " "mapping is a demanding feature on the GPU, so it should only be used on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on " "the same material. The value of [member heightmap_enabled] will be ignored " "if [member uv1_triplanar] is enabled." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], flips the mesh's binormal vectors when interpreting " "the height map. If the heightmap effect looks strange when the camera moves " "(even with a reasonable [member heightmap_scale]), try setting this to " "[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], flips the mesh's tangent vectors when interpreting the " "height map. If the heightmap effect looks strange when the camera moves " "(even with a reasonable [member heightmap_scale]), try setting this to " "[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" "This can be enabled for compatibility with some materials authored for Godot " "3.x. This is not necessary if the Invert import option was used to invert " "the depth map in Godot 3.x, in which case [member heightmap_flip_texture] " "should remain [code]false[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The number of layers to use for parallax occlusion mapping when the camera " "is up close to the material. Higher values result in a more convincing depth " "effect, especially in materials that have steep height changes. Higher " "values have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The number of layers to use for parallax occlusion mapping when the camera " "is far away from the material. Higher values result in a more convincing " "depth effect, especially in materials that have steep height changes. Higher " "values have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The heightmap scale to use for the parallax effect (see [member " "heightmap_enabled]). The default value is tuned so that the highest point " "(value = 255) appears to be 5 cm higher than the lowest point (value = 0). " "Higher values result in a deeper appearance, but may result in artifacts " "appearing when looking at the material from oblique angles, especially when " "the camera moves. Negative values can be used to invert the parallax effect, " "but this is different from inverting the texture using [member " "heightmap_flip_texture] as the material will also appear to be \"closer\" to " "the camera. In most cases, [member heightmap_scale] should be kept to a " "positive value.\n" "[b]Note:[/b] If the height map effect looks strange regardless of this " "value, try adjusting [member heightmap_flip_binormal] and [member " "heightmap_flip_tangent]. See also [member heightmap_texture] for " "recommendations on authoring heightmap textures, as the way the heightmap " "texture is authored affects how [member heightmap_scale] behaves." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture to use as a height map. See also [member heightmap_enabled].\n" "For best results, the texture should be normalized (with [member " "heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/" "url], this can be done using [b]Colors > Auto > Equalize[/b]. If the texture " "only uses a small part of its available range, the parallax effect may look " "strange, especially when the camera moves.\n" "[b]Note:[/b] To reduce memory usage and improve loading times, you may be " "able to use a lower-resolution heightmap texture as most heightmaps are only " "comprised of low-frequency data." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "A high value makes the material appear more like a metal. Non-metals use " "their albedo as the diffuse color and add diffuse to the specular " "reflection. With non-metals, the reflection appears on top of the albedo " "color. Metals use their albedo as a multiplier to the specular reflection " "and set the diffuse color to black resulting in a tinted reflection. " "Materials work better when fully metal or fully non-metal, values between " "[code]0[/code] and [code]1[/code] should only be used for blending between " "metal and non-metal sections. To alter the amount of reflection use [member " "roughness]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Adjusts the strength of specular reflections. Specular reflections are " "composed of scene reflections and the specular lobe which is the bright spot " "that is reflected from light sources. When set to [code]0.0[/code], no " "specular reflections will be visible. This differs from the [constant " "SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only " "applies to the specular lobe from the light source.\n" "[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it " "should be left at [code]0.5[/code] in most cases. See also [member " "roughness]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to specify metallic for an object. This is multiplied by " "[member metallic]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies the channel of the [member metallic_texture] in which the metallic " "information is stored. This is useful when you store the information for " "multiple effects in a single texture. For example if you stored metallic in " "the red channel, roughness in the blue, and ambient occlusion in the green " "you could reduce the number of textures you use." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The width of the shape outline." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The width of the range around the shape between the minimum and maximum " "representable signed distance." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], normal mapping is enabled. This has a slight " "performance cost, especially on mobile GPUs." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The strength of the normal map's effect." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to specify the normal at a given pixel. The [member " "normal_texture] only uses the red and green channels; the blue and alpha " "channels are ignored. The normal read from [member normal_texture] is " "oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] The mesh must have both normals and tangents defined in its " "vertex data. Otherwise, the normal map won't render correctly and will only " "appear to darken the whole surface. If creating geometry with [SurfaceTool], " "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member " "detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To " "display a normal map [i]above[/i] the [member detail_albedo] texture, use " "[member detail_normal] instead." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The Occlusion/Roughness/Metallic texture to use. This is a more efficient " "replacement of [member ao_texture], [member roughness_texture] and [member " "metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red " "channel. Roughness map is stored in the green channel. Metallic map is " "stored in the blue channel. The alpha channel is ignored." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The number of horizontal frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], particle animations are looped. Only enabled when " "using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The number of vertical frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The point size in pixels. See [member use_point_size]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the proximity fade effect is enabled. The proximity " "fade effect fades out each pixel based on its distance to another object." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the refraction effect is enabled. Distorts " "transparency based on light from behind the object." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The strength of the refraction effect." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied " "by [member refraction_scale]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies the channel of the [member refraction_texture] in which the " "refraction information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored refraction in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Sets the strength of the rim lighting effect." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], rim effect is enabled. Rim lighting increases the " "brightness at glancing angles on an object.\n" "[b]Note:[/b] Rim lighting is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The amount of to blend light and albedo color when rendering rim effect. If " "[code]0[/code] the light color is used, while [code]1[/code] means albedo " "color is used. An intermediate value generally works best." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Surface reflection. A value of [code]0[/code] represents a perfect mirror " "while a value of [code]1[/code] completely blurs the reflection. See also " "[member metallic]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies the channel of the [member roughness_texture] in which the " "roughness information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-" "vertex lighting is faster, making it the best choice for mobile " "applications, however it looks considerably worse than per-pixel. Unshaded " "rendering is the fastest, but disables all interactions with lights.\n" "[b]Note:[/b] Setting the shading mode vertex shading currently has no " "effect, as vertex shading is not implemented yet." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the \"shadow to opacity\" render mode where " "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " "areas are transparent. Useful for overlaying shadows onto a camera feed in " "AR." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The method for rendering the specular blob. See [enum SpecularMode].\n" "[b]Note:[/b] [member specular_mode] only applies to the specular blob. It " "does not affect specular reflections from the sky, screen-space reflections, " "[VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these " "sources as well, set [member metallic_specular] to [code]0.0[/code] instead." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " "penetrates an object's surface, is scattered, and then emerges. Subsurface " "scattering quality is controlled by [member ProjectSettings.rendering/" "environment/subsurface_scattering/subsurface_scattering_quality]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], subsurface scattering will use a special mode " "optimized for the color and density of human skin, such as boosting the " "intensity of the red channel in subsurface scattering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The strength of the subsurface scattering effect. The depth of the effect is " "also controlled by [member ProjectSettings.rendering/environment/" "subsurface_scattering/subsurface_scattering_scale], which is set globally." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to control the subsurface scattering strength. Stored in the " "red texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The intensity of the subsurface scattering transmittance effect." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The color to multiply the subsurface scattering transmittance effect with. " "Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The depth of the subsurface scattering transmittance effect." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables subsurface scattering transmittance. Only " "effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also " "[member backlight_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture to use for multiplying the intensity of the subsurface " "scattering transmittance intensity. See also [member " "subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is " "[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Filter flags for the texture. See [enum TextureFilter] for options.\n" "[b]Note:[/b] [member heightmap_texture] is always sampled with linear " "filtering, even if nearest-neighbor filtering is selected here. This is to " "ensure the heightmap effect looks as intended. If you need sharper height " "transitions between pixels, resize the heightmap texture in an image editor " "with nearest-neighbor filtering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Repeat flags for the texture. See [enum TextureFilter] for options." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material's transparency mode. Some transparency modes will disable " "shadow casting. Any transparency mode other than [constant " "TRANSPARENCY_DISABLED] has a greater performance impact compared to opaque " "rendering. See also [member blend_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables parts of the shader required for " "[GPUParticles3D] trails to function. This also requires using a mesh with " "appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling " "this feature outside of materials used in [GPUParticles3D] meshes will break " "material rendering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], render point size can be changed.\n" "[b]Note:[/b] This is only effective for objects whose geometry is point-" "based rather than triangle-based. See also [member point_size]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "How much to offset the [code]UV[/code] coordinates. This amount will be " "added to [code]UV[/code] in the vertex function. This can be used to offset " "a texture. The Z component is used when [member uv1_triplanar] is enabled, " "but it is not used anywhere else." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " "[code]UV[/code] in the vertex function. The Z component is used when [member " "uv1_triplanar] is enabled, but it is not used anywhere else." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], instead of using [code]UV[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture " "coordinates. It reads from the source texture 3 times, once for each axis " "and then blends between the results based on how closely the pixel aligns " "with each axis. This is often used for natural features to get a realistic " "blend of materials. Because triplanar texturing requires many more texture " "reads per-pixel it is much slower than normal UV texturing. Additionally, " "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply.\n" "[b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/" "code] and [code]150.0[/code] (inclusive) as values outside that range can " "look broken depending on the mesh." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in " "world space rather than object local space. See also [member uv1_triplanar]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "How much to offset the [code]UV2[/code] coordinates. This amount will be " "added to [code]UV2[/code] in the vertex function. This can be used to offset " "a texture. The Z component is used when [member uv2_triplanar] is enabled, " "but it is not used anywhere else." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " "[code]UV2[/code] in the vertex function. The Z component is used when " "[member uv2_triplanar] is enabled, but it is not used anywhere else." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], instead of using [code]UV2[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture " "coordinates. It reads from the source texture 3 times, once for each axis " "and then blends between the results based on how closely the pixel aligns " "with each axis. This is often used for natural features to get a realistic " "blend of materials. Because triplanar texturing requires many more texture " "reads per-pixel it is much slower than normal UV texturing. Additionally, " "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply.\n" "[b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/" "code] and [code]150.0[/code] (inclusive) as values outside that range can " "look broken depending on the mesh." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated " "in world space rather than object local space. See also [member " "uv2_triplanar]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], vertex colors are considered to be stored in sRGB " "color space and are converted to linear color space during rendering. If " "[code]false[/code], vertex colors are considered to be stored in linear " "color space and are rendered as-is. See also [member " "albedo_texture_force_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel color." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel metallic value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel roughness value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel emission color." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel normal vector." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel rim value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel clearcoat value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel ambient occlusion value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel height." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel subsurface scattering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel transmittance for subsurface scattering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel backlight color." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel refraction strength." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel detail mask blending value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel detail color." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel detail normal." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture holding ambient occlusion, roughness, and metallic." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Represents the size of the [enum TextureParam] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/CanvasItem.xml #: doc/classes/RenderingServer.xml doc/classes/Viewport.xml #: doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter reads from the nearest pixel only. This makes the texture " "look pixelated from up close, and grainy from a distance (due to mipmaps not " "being sampled)." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/CanvasItem.xml #: doc/classes/RenderingServer.xml doc/classes/Viewport.xml #: doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter blends between the nearest 4 pixels. This makes the " "texture look smooth from up close, and grainy from a distance (due to " "mipmaps not being sampled)." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture filter reads from the nearest pixel and blends between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/" "code]). This makes the texture look pixelated from up close, and smooth from " "a distance." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/" "code]). This makes the texture look smooth from up close, and smooth from a " "distance." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on " "the angle between the surface and the camera view. This makes the texture " "look pixelated from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture filter blends between the nearest 4 pixels and blends between 2 " "mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/" "textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) " "based on the angle between the surface and the camera view. This makes the " "texture look smooth from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level]." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/CanvasItem.xml #: doc/classes/VisualShaderNodeTextureParameter.xml msgid "Represents the size of the [enum TextureFilter] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Use [code]UV[/code] with the detail texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Use [code]UV2[/code] with the detail texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The material will not use transparency. This is the fastest to render." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material will use the texture's alpha values for transparency. This is " "the slowest to render, and disables shadow casting." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material will cut off all values below a threshold, the rest will remain " "opaque. The opaque portions will be rendered in the depth prepass. This is " "faster to render than alpha blending, but slower than opaque rendering. This " "also supports casting shadows." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material will cut off all values below a spatially-deterministic " "threshold, the rest will remain opaque. This is faster to render than alpha " "blending, but slower than opaque rendering. This also supports casting " "shadows. Alpha hashing is suited for hair rendering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material will use the texture's alpha value for transparency, but will " "discard fragments with an alpha of less than 0.99 during the depth prepass " "and fragments with an alpha less than 0.1 during the shadow pass. This also " "supports casting shadows." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Represents the size of the [enum Transparency] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The object will not receive shadows. This is the fastest to render, but it " "disables all interactions with lights." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The object will be shaded per pixel. Useful for realistic shading effects." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The object will be shaded per vertex. Useful when you want cheaper shaders " "and do not care about visual quality. Not implemented yet (this mode will " "act like [constant SHADING_MODE_PER_PIXEL])." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Represents the size of the [enum ShadingMode] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member emission_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member normal_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member rim_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member clearcoat_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member anisotropy_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member ao_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member heightmap_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member backlight_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member refraction_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member detail_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/EditorFeatureProfile.xml msgid "Represents the size of the [enum Feature] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Default blend mode. The color of the object is blended over the background " "based on the object's alpha value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The color of the object is added to the background." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The color of the object is subtracted from the background." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The color of the object is multiplied by the background." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Disables Alpha AntiAliasing for the material." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables AlphaToCoverage. Alpha values in the material are passed to the " "AntiAliasing sample mask." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/" "code]. Alpha values in the material are passed to the AntiAliasing sample " "mask." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Default depth draw mode. Depth is drawn only for opaque objects during the " "opaque prepass (if any) and during the opaque pass." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Objects will write to depth during the opaque and the transparent passes. " "Transparent objects that are close to the camera may obscure other " "transparent objects behind them.\n" "[b]Note:[/b] This does not influence whether transparent objects are " "included in the depth prepass or not. For that, see [enum Transparency]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Objects will not write their depth to the depth buffer, even during the " "depth prepass (if enabled)." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Default cull mode. The back of the object is culled when not visible. Back " "face triangles will be culled when facing the camera. This results in only " "the front side of triangles being drawn. For closed-surface meshes, this " "means that only the exterior of the mesh will be visible." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Front face triangles will be culled when facing the camera. This results in " "only the back side of triangles being drawn. For closed-surface meshes, this " "means that the interior of the mesh will be drawn instead of the exterior." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "No face culling is performed; both the front face and back face will be " "visible." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Disables the depth test, so this object is drawn on top of all others drawn " "before it. This puts the object in the transparent draw pass where it is " "sorted based on distance to camera. Objects drawn after it in the draw order " "may cover it. This also disables writing to depth." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Vertex colors are considered to be stored in sRGB color space and are " "converted to linear color space during rendering. See also [member " "vertex_color_is_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Uses point size to alter the size of primitive points. Also changes the " "albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/" "code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Shader will keep the scale set for the mesh. Otherwise the scale is lost " "when billboarding. Only applies when [member billboard_mode] is [constant " "BILLBOARD_ENABLED]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Forces the shader to convert albedo from sRGB space to linear space. See " "also [member albedo_texture_force_srgb]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Disables receiving shadows from other objects." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Disables receiving ambient light." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Enables the shadow to opacity feature." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/RenderingServer.xml #: doc/classes/Viewport.xml msgid "" "Enables the texture to repeat when UV coordinates are outside the 0-1 range. " "If using one of the linear filtering modes, this can result in artifacts at " "the edges of a texture when the sampler filters across the edges of the " "texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Invert values read from a depth texture to convert them to height values " "(heightmap)." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables the skin mode for subsurface scattering which is used to improve the " "look of subsurface scattering when used for human skin." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables parts of the shader required for [GPUParticles3D] trails to " "function. This also requires using a mesh with appropriate skinning, such as " "[RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of " "materials used in [GPUParticles3D] meshes will break material rendering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Enables multichannel signed distance field rendering shader." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Disables receiving depth-based or volumetric fog." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Represents the size of the [enum Flags] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Default diffuse scattering algorithm." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Diffuse scattering ignores roughness." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Extends Lambert to cover more than 90 degrees when roughness increases." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Default specular blob." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Toon blob which changes size based on roughness." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "No specular blob. This is slightly faster to render than other specular " "modes." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Billboard mode is disabled." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The object's Z axis will always face the camera." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The object's X axis will always face the camera." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Used for particle systems when assigned to [GPUParticles3D] and " "[CPUParticles3D] nodes (flipbook animation). Enables [code]particles_anim_*[/" "code] properties.\n" "The [member ParticleProcessMaterial.anim_speed_min] or [member " "CPUParticles3D.anim_speed_min] should also be set to a value bigger than " "zero for the animation to play." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Used to read from the red channel of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Used to read from the green channel of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Used to read from the blue channel of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Used to read from the alpha channel of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Used to read from the linear (non-perceptual) average of the red, green and " "blue channels of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Adds the emission color to the color from the emission texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Multiplies the emission color by the color from the emission texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Do not use distance fade." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " "to smoothly fade without enabling transparency. On certain hardware, this " "can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Smoothly fades the object out based on the object's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " "to smoothly fade without enabling transparency. On certain hardware, this " "can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant " "DISTANCE_FADE_PIXEL_DITHER]." msgstr "" #: doc/classes/Basis.xml msgid "A 3×3 matrix for representing 3D rotation and scale." msgstr "" #: doc/classes/Basis.xml msgid "" "The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " "matrix: [member x], [member y], and [member z]. The length of each axis " "([method Vector3.length]) influences the basis's scale, while the direction " "of all axes influence the rotation. Usually, these axes are perpendicular to " "one another. However, when you rotate any axis individually, the basis " "becomes sheared. Applying a sheared basis to a 3D model will make the model " "appear distorted.\n" "A [Basis] is [b]orthogonal[/b] if its axes are perpendicular to each other. " "A basis is [b]normalized[/b] if the length of every axis is [code]1[/code]. " "A basis is [b]uniform[/b] if all axes share the same length (see [method " "get_scale]). A basis is [b]orthonormal[/b] if it is both orthogonal and " "normalized, which allows it to only represent rotations. A basis is " "[b]conformal[/b] if it is both orthogonal and uniform, which ensures it is " "not distorted.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" "[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]right-handed coordinate system[/url], which is a common standard. " "For directions, the convention for built-in types like [Camera3D] is for -Z " "to point forward (+X is right, +Y is up, and +Z is back). Other objects may " "use different direction conventions. For more information, see the " "[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" "direction-conventions]Importing 3D Scenes[/url] tutorial.\n" "[b]Note:[/b] The basis matrices are exposed as [url=https://www.mindcontrol." "org/~hplus/graphics/matrix-layout.html]column-major[/url] order, which is " "the same as OpenGL. However, they are stored internally in row-major order, " "which is the same as DirectX." msgstr "" #: doc/classes/Basis.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml msgid "Matrices and transforms" msgstr "" #: doc/classes/Basis.xml doc/classes/Quaternion.xml doc/classes/Transform3D.xml msgid "Using 3D transforms" msgstr "" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Matrix Transform Demo" msgstr "" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml msgid "2.5D Demo" msgstr "" #: doc/classes/Basis.xml msgid "Constructs a [Basis] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Basis.xml msgid "Constructs a [Basis] as a copy of the given [Basis]." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a [Basis] that only represents rotation, rotated around the " "[param axis] by the given [param angle], in radians. The axis must be a " "normalized vector.\n" "[b]Note:[/b] This is the same as using [method rotated] on the [constant " "IDENTITY] basis. With more than one angle consider using [method " "from_euler], instead." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a [Basis] that only represents rotation from the given " "[Quaternion].\n" "[b]Note:[/b] Quaternions [i]only[/i] store rotation, not scale. Because of " "this, conversions from [Basis] to [Quaternion] cannot always be reversed." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a [Basis] from 3 axis vectors. These are the columns of the basis " "matrix." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Determinant]determinant[/url] " "of this basis's matrix. For advanced math, this number can be used to " "determine a few attributes:\n" "- If the determinant is exactly [code]0[/code], the basis is not invertible " "(see [method inverse]).\n" "- If the determinant is a negative number, the basis represents a negative " "scale.\n" "[b]Note:[/b] If the basis's scale is the same for every axis, its " "determinant is always that scale by the power of 2." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a new [Basis] that only represents rotation from the given " "[Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/" "url], in radians.\n" "- The [member Vector3.x] should contain the angle around the [member x] axis " "(pitch).\n" "- The [member Vector3.y] should contain the angle around the [member y] axis " "(yaw).\n" "- The [member Vector3.z] should contain the angle around the [member z] axis " "(roll).\n" "[codeblocks]\n" "[gdscript]\n" "# Creates a Basis whose z axis points down.\n" "var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))\n" "\n" "print(my_basis.z) # Prints (0, -1, 0).\n" "[/gdscript]\n" "[csharp]\n" "// Creates a Basis whose z axis points down.\n" "var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));\n" "\n" "GD.Print(myBasis.Z); // Prints (0, -1, 0).\n" "[/csharp]\n" "[/codeblocks]\n" "The order of each consecutive rotation can be changed with [param order] " "(see [enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): the basis rotates first around the Y axis " "(yaw), then X (pitch), and lastly Z (roll). When using the opposite method " "[method get_euler], this order is reversed." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a new [Basis] that only represents scale, with no rotation or " "shear, from the given [param scale] vector.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.from_scale(Vector3(2, 4, 8))\n" "\n" "print(my_basis.x) # Prints (2, 0, 0).\n" "print(my_basis.y) # Prints (0, 4, 0).\n" "print(my_basis.z) # Prints (0, 0, 8).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));\n" "\n" "GD.Print(myBasis.X); // Prints (2, 0, 0).\n" "GD.Print(myBasis.Y); // Prints (0, 4, 0).\n" "GD.Print(myBasis.Z); // Prints (0, 0, 8).\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In linear algebra, the matrix of this basis is also known as a " "[url=https://en.wikipedia.org/wiki/Diagonal_matrix]diagonal matrix[/url]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns this basis's rotation as a [Vector3] of [url=https://en.wikipedia." "org/wiki/Euler_angles]Euler angles[/url], in radians.\n" "- The [member Vector3.x] contains the angle around the [member x] axis " "(pitch);\n" "- The [member Vector3.y] contains the angle around the [member y] axis " "(yaw);\n" "- The [member Vector3.z] contains the angle around the [member z] axis " "(roll).\n" "The order of each consecutive rotation can be changed with [param order] " "(see [enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " "and lastly Y (yaw). When using the opposite method [method from_euler], this " "order is reversed.\n" "[b]Note:[/b] Euler angles are much more intuitive but are not suitable for " "3D math. Because of this, consider using the [method " "get_rotation_quaternion] method instead, which returns a [Quaternion].\n" "[b]Note:[/b] In the Inspector dock, a basis's rotation is often displayed in " "Euler angles (in degrees), as is the case with the [member Node3D.rotation] " "property." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns this basis's rotation as a [Quaternion].\n" "[b]Note:[/b] Quatenions are much more suitable for 3D math but are less " "intuitive. For user interfaces, consider using the [method get_euler] " "method, which returns Euler angles." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the length of each axis of this basis, as a [Vector3]. If the basis " "is not sheared, this is the scaling factor. It is not affected by rotation.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" " Vector3(2, 0, 0),\n" " Vector3(0, 4, 0),\n" " Vector3(0, 0, 8)\n" ")\n" "# Rotating the Basis in any way preserves its scale.\n" "my_basis = my_basis.rotated(Vector3.UP, TAU / 2)\n" "my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)\n" "\n" "print(my_basis.get_scale()) # Prints (2, 4, 8).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" " Vector3(2.0f, 0.0f, 0.0f),\n" " Vector3(0.0f, 4.0f, 0.0f),\n" " Vector3(0.0f, 0.0f, 8.0f)\n" ");\n" "// Rotating the Basis in any way preserves its scale.\n" "myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);\n" "myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);\n" "\n" "GD.Print(myBasis.Scale); // Prints (2, 4, 8).\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If the value returned by [method determinant] is negative, the " "scale is also negative." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverse of " "this basis's matrix[/url]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns [code]true[/code] if this basis is conformal. A conformal basis is " "both [i]orthogonal[/i] (the axes are perpendicular to each other) and " "[i]uniform[/i] (the axes share the same length). This method can be " "especially useful during physics calculations." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns [code]true[/code] if this basis and [param b] are approximately " "equal, by calling [method @GlobalScope.is_equal_approx] on all vector " "components." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns [code]true[/code] if this basis is finite, by calling [method " "@GlobalScope.is_finite] on all vector components." msgstr "" #: doc/classes/Basis.xml msgid "" "Creates a new [Basis] with a rotation such that the forward axis (-Z) points " "towards the [param target] position.\n" "By default, the -Z axis (camera forward) is treated as forward (implies +X " "is right). If [param use_model_front] is [code]true[/code], the +Z axis " "(asset front) is treated as forward (implies +X is left) and points toward " "the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The returned basis is " "orthonormalized (see [method orthonormalized]). The [param target] and " "[param up] vectors cannot be [constant Vector3.ZERO], and cannot be parallel " "to each other." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the orthonormalized version of this basis. An orthonormal basis is " "both [i]orthogonal[/i] (the axes are perpendicular to each other) and " "[i]normalized[/i] (the axes have a length of [code]1[/code]), which also " "means it can only represent rotation.\n" "It is often useful to call this method to avoid rounding errors on a " "rotating basis:\n" "[codeblocks]\n" "[gdscript]\n" "# Rotate this Node3D every frame.\n" "func _process(delta):\n" " basis = basis.rotated(Vector3.UP, TAU * delta)\n" " basis = basis.rotated(Vector3.RIGHT, TAU * delta)\n" "\n" " basis = basis.orthonormalized()\n" "[/gdscript]\n" "[csharp]\n" "// Rotate this Node3D every frame.\n" "public override void _Process(double delta)\n" "{\n" " Basis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta)\n" " .Rotated(Vector3.Right, Mathf.Tau * (float)delta)\n" " .Orthonormalized();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Returns this basis rotated around the given [param axis] by [param angle] " "(in radians). The [param axis] must be a normalized vector (see [method " "Vector3.normalized]).\n" "Positive values rotate this basis clockwise around the axis, while negative " "values rotate it counterclockwise.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.IDENTITY\n" "var angle = TAU / 2\n" "\n" "my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up " "axis (yaw).\n" "my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right " "axis (pitch).\n" "my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back " "axis (roll).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.Identity;\n" "var angle = Mathf.Tau / 2.0f;\n" "\n" "myBasis = myBasis.Rotated(Vector3.Up, angle); // Rotate around the up " "axis (yaw).\n" "myBasis = myBasis.Rotated(Vector3.Right, angle); // Rotate around the right " "axis (pitch).\n" "myBasis = myBasis.Rotated(Vector3.Back, angle); // Rotate around the back " "axis (roll).\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Returns this basis with each axis's components scaled by the given [param " "scale]'s components.\n" "The basis matrix's rows are multiplied by [param scale]'s components. This " "operation is a global scale (relative to the parent).\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" " Vector3(1, 1, 1),\n" " Vector3(2, 2, 2),\n" " Vector3(3, 3, 3)\n" ")\n" "my_basis = my_basis.scaled(Vector3(0, 2, -2))\n" "\n" "print(my_basis.x) # Prints (0, 2, -2).\n" "print(my_basis.y) # Prints (0, 4, -4).\n" "print(my_basis.z) # Prints (0, 6, -6).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" " new Vector3(1.0f, 1.0f, 1.0f),\n" " new Vector3(2.0f, 2.0f, 2.0f),\n" " new Vector3(3.0f, 3.0f, 3.0f)\n" ");\n" "myBasis = myBasis.Scaled(new Vector3(0.0f, 2.0f, -2.0f));\n" "\n" "GD.Print(myBasis.X); // Prints (0, 2, -2).\n" "GD.Print(myBasis.Y); // Prints (0, 4, -4).\n" "GD.Print(myBasis.Z); // Prints (0, 6, -6).\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Performs a spherical-linear interpolation with the [param to] basis, given a " "[param weight]. Both this basis and [param to] should represent a rotation.\n" "[b]Example:[/b] Smoothly rotate a [Node3D] to the target basis over time, " "with a [Tween].\n" "[codeblock]\n" "var start_basis = Basis.IDENTITY\n" "var target_basis = Basis.IDENTITY.rotated(Vector3.UP, TAU / 2)\n" "\n" "func _ready():\n" " create_tween().tween_method(interpolate, 0.0, 1.0, 5.0).set_trans(Tween." "TRANS_EXPO)\n" "\n" "func interpolate(weight):\n" " basis = start_basis.slerp(target_basis, weight)\n" "[/codeblock]" msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the transposed dot product between [param with] and the [member x] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.x.dot(vector)[/code]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the transposed dot product between [param with] and the [member y] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.y.dot(vector)[/code]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the transposed dot product between [param with] and the [member z] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.z.dot(vector)[/code]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the transposed version of this basis. This turns the basis matrix's " "columns into rows, and its rows into columns.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" " Vector3(1, 2, 3),\n" " Vector3(4, 5, 6),\n" " Vector3(7, 8, 9)\n" ")\n" "my_basis = my_basis.transposed()\n" "\n" "print(my_basis.x) # Prints (1, 4, 7).\n" "print(my_basis.y) # Prints (2, 5, 8).\n" "print(my_basis.z) # Prints (3, 6, 9).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" " new Vector3(1.0f, 2.0f, 3.0f),\n" " new Vector3(4.0f, 5.0f, 6.0f),\n" " new Vector3(7.0f, 8.0f, 9.0f)\n" ");\n" "myBasis = myBasis.Transposed();\n" "\n" "GD.Print(myBasis.X); // Prints (1, 4, 7).\n" "GD.Print(myBasis.Y); // Prints (2, 5, 8).\n" "GD.Print(myBasis.Z); // Prints (3, 6, 9).\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "The basis's X axis, and the column [code]0[/code] of the matrix.\n" "On the identity basis, this vector points right ([constant Vector3.RIGHT])." msgstr "" #: doc/classes/Basis.xml msgid "" "The basis's Y axis, and the column [code]1[/code] of the matrix.\n" "On the identity basis, this vector points up ([constant Vector3.UP])." msgstr "" #: doc/classes/Basis.xml msgid "" "The basis's Z axis, and the column [code]2[/code] of the matrix.\n" "On the identity basis, this vector points back ([constant Vector3.BACK])." msgstr "" #: doc/classes/Basis.xml msgid "" "The identity basis. This is a basis with no rotation, no shear, and its " "scale being [code]1[/code]. This means that:\n" "- The [member x] points right ([constant Vector3.RIGHT]);\n" "- The [member y] points up ([constant Vector3.UP]);\n" "- The [member z] points back ([constant Vector3.BACK]).\n" "[codeblock]\n" "var basis := Basis.IDENTITY\n" "print(\"| X | Y | Z\")\n" "print(\"| %s | %s | %s\" % [basis.x.x, basis.y.x, basis.z.x])\n" "print(\"| %s | %s | %s\" % [basis.x.y, basis.y.y, basis.z.y])\n" "print(\"| %s | %s | %s\" % [basis.x.z, basis.y.z, basis.z.z])\n" "# Prints:\n" "# | X | Y | Z\n" "# | 1 | 0 | 0\n" "# | 0 | 1 | 0\n" "# | 0 | 0 | 1\n" "[/codeblock]\n" "This is identical to creating [constructor Basis] without any parameters. " "This constant can be used to make your code clearer, and for consistency " "with C#." msgstr "" #: doc/classes/Basis.xml msgid "" "When any basis is multiplied by [constant FLIP_X], it negates all components " "of the [member x] axis (the X column).\n" "When [constant FLIP_X] is multiplied by any basis, it negates the [member " "Vector3.x] component of all axes (the X row)." msgstr "" #: doc/classes/Basis.xml msgid "" "When any basis is multiplied by [constant FLIP_Y], it negates all components " "of the [member y] axis (the Y column).\n" "When [constant FLIP_Y] is multiplied by any basis, it negates the [member " "Vector3.y] component of all axes (the Y row)." msgstr "" #: doc/classes/Basis.xml msgid "" "When any basis is multiplied by [constant FLIP_Z], it negates all components " "of the [member z] axis (the Z column).\n" "When [constant FLIP_Z] is multiplied by any basis, it negates the [member " "Vector3.z] component of all axes (the Z row)." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices are not " "equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Basis.xml msgid "" "Transforms (multiplies) the [param right] basis by this basis.\n" "This is the operation performed between parent and child [Node3D]s." msgstr "" #: doc/classes/Basis.xml msgid "" "Transforms (multiplies) the [param right] vector by this basis, returning a " "[Vector3].\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(Vector3(1, 1, 1), Vector3(1, 1, 1), Vector3(0, 2, 5))\n" "print(my_basis * Vector3(1, 2, 3)) # Prints (7, 3, 16)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(new Vector3(1, 1, 1), new Vector3(1, 1, 1), new " "Vector3(0, 2, 5));\n" "GD.Print(my_basis * new Vector3(1, 2, 3)); // Prints (7, 3, 16)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Multiplies all components of the [Basis] by the given [float]. This affects " "the basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" #: doc/classes/Basis.xml msgid "" "Multiplies all components of the [Basis] by the given [int]. This affects " "the basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices are " "exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Basis.xml msgid "" "Accesses each axis (column) of this basis by their index. Index [code]0[/" "code] is the same as [member x], index [code]1[/code] is the same as [member " "y], and index [code]2[/code] is the same as [member z].\n" "[b]Note:[/b] In C++, this operator accesses the rows of the basis matrix, " "[i]not[/i] the columns. For the same behavior as scripting languages, use " "the [code]set_column[/code] and [code]get_column[/code] methods." msgstr "" #: doc/classes/BitMap.xml msgid "Boolean matrix." msgstr "" #: doc/classes/BitMap.xml msgid "" "A two-dimensional array of boolean values, can be used to efficiently store " "a binary matrix (every matrix element takes only one bit) and query the " "values using natural cartesian coordinates." msgstr "" #: doc/classes/BitMap.xml msgid "" "Returns an image of the same size as the bitmap and with a [enum Image." "Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of the " "bitmap are being converted into white pixels, and [code]false[/code] bits " "into black." msgstr "" #: doc/classes/BitMap.xml msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "" #: doc/classes/BitMap.xml msgid "" "Creates a bitmap that matches the given image dimensions, every element of " "the bitmap is set to [code]false[/code] if the alpha value of the image at " "that position is equal to [param threshold] or less, and [code]true[/code] " "in other case." msgstr "" #: doc/classes/BitMap.xml msgid "Returns bitmap's value at the specified position." msgstr "" #: doc/classes/BitMap.xml msgid "Returns bitmap's dimensions." msgstr "" #: doc/classes/BitMap.xml msgid "" "Returns the number of bitmap elements that are set to [code]true[/code]." msgstr "" #: doc/classes/BitMap.xml msgid "" "Applies morphological dilation or erosion to the bitmap. If [param pixels] " "is positive, dilation is applied to the bitmap. If [param pixels] is " "negative, erosion is applied to the bitmap. [param rect] defines the area " "where the morphological operation is applied. Pixels located outside the " "[param rect] are unaffected by [method grow_mask]." msgstr "" #: doc/classes/BitMap.xml msgid "" "Creates an [Array] of polygons covering a rectangular portion of the bitmap. " "It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker " "(RDP) reduction of the number of vertices. Each polygon is described as a " "[PackedVector2Array] of its vertices.\n" "To get polygons covering the whole bitmap, pass:\n" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" "[param epsilon] is passed to RDP to control how accurately the polygons " "cover the bitmap: a lower [param epsilon] corresponds to more points in the " "polygons." msgstr "" #: doc/classes/BitMap.xml msgid "Resizes the image to [param new_size]." msgstr "" #: doc/classes/BitMap.xml msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "" #: doc/classes/BitMap.xml msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "" #: doc/classes/Bone2D.xml msgid "A joint used with [Skeleton2D] to control and animate other nodes." msgstr "" #: doc/classes/Bone2D.xml msgid "" "A hierarchy of [Bone2D]s can be bound to a [Skeleton2D] to control and " "animate other [Node2D] nodes.\n" "You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created " "with the [Polygon2D] UV editor.\n" "Each bone has a [member rest] transform that you can reset to with [method " "apply_rest]. These rest poses are relative to the bone's parent.\n" "If in the editor, you can set the rest pose of an entire skeleton using a " "menu option, from the code, you need to iterate over the bones to set their " "individual rest poses." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Resets the bone to the rest pose. This is equivalent to setting [member " "Node2D.transform] to [member rest]." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Returns whether this [Bone2D] is going to autocalculate its length and bone " "angle using its first [Bone2D] child node, if one exists. If there are no " "[Bone2D] children, then it cannot autocalculate these values and will print " "a warning." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Returns the angle of the bone in the [Bone2D].\n" "[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's " "angle is the rotation of the bone shown by the gizmo, which is unaffected by " "the [Bone2D]'s [member Node2D.transform]." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "" #: doc/classes/Bone2D.xml msgid "Returns the length of the bone in the [Bone2D] node." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Returns the node's [member rest] [Transform2D] if it doesn't have a parent, " "or its rest pose relative to its parent." msgstr "" #: doc/classes/Bone2D.xml msgid "" "When set to [code]true[/code], the [Bone2D] node will attempt to " "automatically calculate the bone angle and length using the first child " "[Bone2D] node, if one exists. If none exist, the [Bone2D] cannot " "automatically calculate these values and will print a warning." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Sets the bone angle for the [Bone2D]. This is typically set to the rotation " "from the [Bone2D] to a child [Bone2D] node.\n" "[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's " "angle is the rotation of the bone shown by the gizmo, which is unaffected by " "the [Bone2D]'s [member Node2D.transform]." msgstr "" #: doc/classes/Bone2D.xml msgid "Sets the length of the bone in the [Bone2D]." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Rest transform of the bone. You can reset the node's transforms to this " "value using [method apply_rest]." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "А node that dynamically copies or overrides the 3D transform of a bone in " "its parent [Skeleton3D]." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "This node selects a bone in a [Skeleton3D] and attaches to it. This means " "that the [BoneAttachment3D] node will either dynamically copy or override " "the 3D transform of the selected bone." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "Returns the [NodePath] to the external [Skeleton3D] node, if one has been " "set." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "Returns whether the BoneAttachment3D node is using an external [Skeleton3D] " "rather than attempting to use its parent node as the [Skeleton3D]." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "A function that is called automatically when the [Skeleton3D] the " "BoneAttachment3D node is using has a bone that has changed its pose. This " "function is where the BoneAttachment3D node updates its position so it is " "correctly bound when it is [i]not[/i] set to override the bone pose." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "Sets the [NodePath] to the external skeleton that the BoneAttachment3D node " "should use. See [method set_use_external_skeleton] to enable the external " "[Skeleton3D] node." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "Sets whether the BoneAttachment3D node will use an external [Skeleton3D] " "node rather than attempting to use its parent node as the [Skeleton3D]. When " "set to [code]true[/code], the BoneAttachment3D node will use the external " "[Skeleton3D] node set in [method set_external_skeleton]." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "The index of the attached bone." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "The name of the attached bone." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "Whether the BoneAttachment3D node will override the bone pose of the bone it " "is attached to. When set to [code]true[/code], the BoneAttachment3D node can " "change the pose of the bone. When set to [code]false[/code], the " "BoneAttachment3D will always be set to the bone's transform." msgstr "" #: doc/classes/BoneMap.xml msgid "" "Describes a mapping of bone names for retargeting [Skeleton3D] into common " "names defined by a [SkeletonProfile]." msgstr "" #: doc/classes/BoneMap.xml msgid "" "This class contains a dictionary that uses a list of bone names in " "[SkeletonProfile] as key names.\n" "By assigning the actual [Skeleton3D] bone name as the key value, it maps the " "[Skeleton3D] to the [SkeletonProfile]." msgstr "" #: doc/classes/BoneMap.xml doc/classes/SkeletonProfile.xml #: doc/classes/SkeletonProfileHumanoid.xml msgid "Retargeting 3D Skeletons" msgstr "" #: doc/classes/BoneMap.xml msgid "" "Returns a profile bone name having [param skeleton_bone_name]. If not found, " "an empty [StringName] will be returned.\n" "In the retargeting process, the returned bone name is the bone name of the " "target skeleton." msgstr "" #: doc/classes/BoneMap.xml msgid "" "Returns a skeleton bone name is mapped to [param profile_bone_name].\n" "In the retargeting process, the returned bone name is the bone name of the " "source skeleton." msgstr "" #: doc/classes/BoneMap.xml msgid "" "Maps a skeleton bone name to [param profile_bone_name].\n" "In the retargeting process, the setting bone name is the bone name of the " "source skeleton." msgstr "" #: doc/classes/BoneMap.xml msgid "" "A [SkeletonProfile] of the mapping target. Key names in the [BoneMap] are " "synchronized with it." msgstr "" #: doc/classes/BoneMap.xml msgid "" "This signal is emitted when change the key value in the [BoneMap]. This is " "used to validate mapping and to update [BoneMap] editor." msgstr "" #: doc/classes/BoneMap.xml msgid "" "This signal is emitted when change the value in profile or change the " "reference of profile. This is used to update key names in the [BoneMap] and " "to redraw the [BoneMap] editor." msgstr "" #: doc/classes/bool.xml msgid "A built-in boolean type." msgstr "" #: doc/classes/bool.xml msgid "" "The [bool] is a built-in [Variant] type that may only store one of two " "values: [code]true[/code] or [code]false[/code]. You can imagine it as a " "switch that can be either turned on or off, or as a binary digit that can " "either be 1 or 0.\n" "Booleans can be directly used in [code]if[/code], and other conditional " "statements:\n" "[codeblocks]\n" "[gdscript]\n" "var can_shoot = true\n" "if can_shoot:\n" " launch_bullet()\n" "[/gdscript]\n" "[csharp]\n" "bool canShoot = true;\n" "if (canShoot)\n" "{\n" " LaunchBullet();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "All comparison operators return booleans ([code]==[/code], [code]>[/code], " "[code]<=[/code], etc.). As such, it is not necessary to compare booleans " "themselves. You do not need to add [code]== true[/code] or [code]== false[/" "code].\n" "Booleans can be combined with the logical operators [code]and[/code], " "[code]or[/code], [code]not[/code] to create complex conditions:\n" "[codeblocks]\n" "[gdscript]\n" "if bullets > 0 and not is_reloading():\n" " launch_bullet()\n" "\n" "if bullets == 0 or is_reloading():\n" " play_clack_sound()\n" "[/gdscript]\n" "[csharp]\n" "if (bullets > 0 && !IsReloading())\n" "{\n" " LaunchBullet();\n" "}\n" "\n" "if (bullets == 0 || IsReloading())\n" "{\n" " PlayClackSound();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In modern programming languages, logical operators are " "evaluated in order. All remaining conditions are skipped if their result " "would have no effect on the final value. This concept is known as " "[url=https://en.wikipedia.org/wiki/Short-circuit_evaluation]short-circuit " "evaluation[/url] and can be useful to avoid evaluating expensive conditions " "in some performance-critical cases.\n" "[b]Note:[/b] By convention, built-in methods and properties that return " "booleans are usually defined as yes-no questions, single adjectives, or " "similar ([method String.is_empty], [method Node.can_process], [member " "Camera2D.enabled], etc.)." msgstr "" #: doc/classes/bool.xml msgid "Constructs a [bool] set to [code]false[/code]." msgstr "" #: doc/classes/bool.xml msgid "Constructs a [bool] as a copy of the given [bool]." msgstr "" #: doc/classes/bool.xml msgid "" "Cast a [float] value to a boolean value. Returns [code]false[/code] if " "[param from] is equal to [code]0.0[/code] (including [code]-0.0[/code]), and " "[code]true[/code] for all other values (including [constant @GDScript.INF] " "and [constant @GDScript.NAN])." msgstr "" #: doc/classes/bool.xml msgid "" "Cast an [int] value to a boolean value. Returns [code]false[/code] if [param " "from] is equal to [code]0[/code], and [code]true[/code] for all other values." msgstr "" #: doc/classes/bool.xml msgid "" "Returns [code]true[/code] if the two booleans are not equal. That is, one is " "[code]true[/code] and the other is [code]false[/code]. This operation can be " "seen as a logical XOR." msgstr "" #: doc/classes/bool.xml msgid "" "Returns [code]true[/code] if the left operand is [code]false[/code] and the " "right operand is [code]true[/code]." msgstr "" #: doc/classes/bool.xml msgid "" "Returns [code]true[/code] if the two booleans are equal. That is, both are " "[code]true[/code] or both are [code]false[/code]. This operation can be seen " "as a logical EQ or XNOR." msgstr "" #: doc/classes/bool.xml msgid "" "Returns [code]true[/code] if the left operand is [code]true[/code] and the " "right operand is [code]false[/code]." msgstr "" #: doc/classes/BoxContainer.xml msgid "" "A container that arranges its child controls horizontally or vertically." msgstr "" #: doc/classes/BoxContainer.xml msgid "" "A container that arranges its child controls horizontally or vertically, " "rearranging them automatically when their minimum size changes." msgstr "" #: doc/classes/BoxContainer.xml msgid "" "Adds a [Control] node to the box as a spacer. If [param begin] is " "[code]true[/code], it will insert the [Control] node in front of all other " "children." msgstr "" #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml msgid "" "The alignment of the container's children (must be one of [constant " "ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END])." msgstr "" #: doc/classes/BoxContainer.xml msgid "" "If [code]true[/code], the [BoxContainer] will arrange its children " "vertically, rather than horizontally.\n" "Can't be changed when using [HBoxContainer] and [VBoxContainer]." msgstr "" #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml msgid "" "The child controls will be arranged at the beginning of the container, i.e. " "top if orientation is vertical, left if orientation is horizontal (right for " "RTL layout)." msgstr "" #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml msgid "The child controls will be centered in the container." msgstr "" #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml msgid "" "The child controls will be arranged at the end of the container, i.e. bottom " "if orientation is vertical, right if orientation is horizontal (left for RTL " "layout)." msgstr "" #: doc/classes/BoxContainer.xml msgid "The space between the [BoxContainer]'s elements, in pixels." msgstr "" #: doc/classes/BoxMesh.xml msgid "Generate an axis-aligned box [PrimitiveMesh]." msgstr "" #: doc/classes/BoxMesh.xml msgid "" "Generate an axis-aligned box [PrimitiveMesh].\n" "The box's UV layout is arranged in a 3×2 layout that allows texturing each " "face individually. To apply the same texture on all faces, change the " "material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent " "to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.\n" "[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you " "may stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" #: doc/classes/BoxMesh.xml doc/classes/BoxShape3D.xml #: modules/csg/doc_classes/CSGBox3D.xml msgid "The box's width, height and depth." msgstr "" #: doc/classes/BoxMesh.xml msgid "Number of extra edge loops inserted along the Z axis." msgstr "" #: doc/classes/BoxMesh.xml msgid "Number of extra edge loops inserted along the Y axis." msgstr "" #: doc/classes/BoxMesh.xml msgid "Number of extra edge loops inserted along the X axis." msgstr "" #: doc/classes/BoxOccluder3D.xml msgid "Cuboid shape for use with occlusion culling in [OccluderInstance3D]." msgstr "" #: doc/classes/BoxOccluder3D.xml msgid "" "[BoxOccluder3D] stores a cuboid shape that can be used by the engine's " "occlusion culling system.\n" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" #: doc/classes/BoxOccluder3D.xml msgid "The box's size in 3D units." msgstr "" #: doc/classes/BoxShape3D.xml msgid "A 3D box shape used for physics collision." msgstr "" #: doc/classes/BoxShape3D.xml msgid "" "A 3D box shape, intended for use in physics. Usually used to provide a shape " "for a [CollisionShape3D].\n" "[b]Performance:[/b] [BoxShape3D] is fast to check collisions against. It is " "faster than [CapsuleShape3D] and [CylinderShape3D], but slower than " "[SphereShape3D]." msgstr "" #: doc/classes/BoxShape3D.xml doc/classes/CharacterBody3D.xml #: doc/classes/CollisionShape3D.xml modules/gridmap/doc_classes/GridMap.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance3D.xml #: doc/classes/MeshLibrary.xml msgid "3D Kinematic Character Demo" msgstr "" #: doc/classes/Button.xml msgid "A themed button that can contain text and an icon." msgstr "" #: doc/classes/Button.xml msgid "" "[Button] is the standard themed button. It can contain text and an icon, and " "it will display them according to the current [Theme].\n" "[b]Example of creating a button and assigning an action when pressed by code:" "[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" " var button = Button.new()\n" " button.text = \"Click me\"\n" " button.pressed.connect(self._button_pressed)\n" " add_child(button)\n" "\n" "func _button_pressed():\n" " print(\"Hello world!\")\n" "[/gdscript]\n" "[csharp]\n" "public override void _Ready()\n" "{\n" " var button = new Button();\n" " button.Text = \"Click me\";\n" " button.Pressed += ButtonPressed;\n" " AddChild(button);\n" "}\n" "\n" "private void ButtonPressed()\n" "{\n" " GD.Print(\"Hello world!\");\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "[b]Note:[/b] Buttons do not interpret touch input and therefore don't " "support multitouch, since mouse emulation can only press one button at a " "given time. Use [TouchScreenButton] for buttons that trigger gameplay " "movement or actions." msgstr "" #: doc/classes/Button.xml doc/classes/Dictionary.xml #: doc/classes/GridContainer.xml doc/classes/OS.xml #: doc/classes/PackedStringArray.xml doc/classes/ProjectSettings.xml #: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml msgid "OS Test Demo" msgstr "" #: doc/classes/Button.xml msgid "" "Text alignment policy for the button's text, use one of the [enum " "HorizontalAlignment] constants." msgstr "" #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " "clipped, when disabled the Button will always be wide enough to hold the " "text." msgstr "" #: doc/classes/Button.xml msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect. See also [theme_item icon_max_width]." msgstr "" #: doc/classes/Button.xml msgid "Flat buttons don't display decoration." msgstr "" #: doc/classes/Button.xml msgid "" "Button's icon, if text is present the icon will be placed before the text.\n" "To edit margin and spacing of the icon, use [theme_item h_separation] theme " "property and [code]content_margin_*[/code] properties of the used " "[StyleBox]es." msgstr "" #: doc/classes/Button.xml msgid "" "Specifies if the icon should be aligned horizontally to the left, right, or " "center of a button. Uses the same [enum HorizontalAlignment] constants as " "the text alignment. If centered horizontally and vertically, text will draw " "on top of the icon." msgstr "" #: doc/classes/Button.xml doc/classes/Label.xml doc/classes/Label3D.xml #: doc/classes/LinkButton.xml doc/classes/MenuBar.xml #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "" "Language code used for line-breaking and text shaping algorithms, if left " "empty current locale is used instead." msgstr "" #: doc/classes/Button.xml doc/classes/LinkButton.xml msgid "The button's text that will be displayed inside the button's area." msgstr "" #: doc/classes/Button.xml doc/classes/Label.xml doc/classes/Label3D.xml #: doc/classes/LineEdit.xml doc/classes/LinkButton.xml doc/classes/MenuBar.xml #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml #: doc/classes/TextMesh.xml msgid "Base text writing direction." msgstr "" #: doc/classes/Button.xml doc/classes/Label.xml msgid "" "Sets the clipping behavior when the text exceeds the node's bounding " "rectangle. See [enum TextServer.OverrunBehavior] for a description of all " "modes." msgstr "" #: doc/classes/Button.xml msgid "" "Specifies if the icon should be aligned vertically to the top, bottom, or " "center of a button. Uses the same [enum VerticalAlignment] constants as the " "text alignment. If centered horizontally and vertically, text will draw on " "top of the icon." msgstr "" #: doc/classes/Button.xml msgid "Default text [Color] of the [Button]." msgstr "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is disabled." msgstr "" #: doc/classes/Button.xml msgid "" "Text [Color] used when the [Button] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being hovered." msgstr "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being hovered and pressed." msgstr "" #: doc/classes/Button.xml msgid "The tint of text outline of the [Button]." msgstr "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being pressed." msgstr "" #: doc/classes/Button.xml msgid "Icon modulate [Color] used when the [Button] is disabled." msgstr "" #: doc/classes/Button.xml msgid "" "Icon modulate [Color] used when the [Button] is focused. Only replaces the " "normal modulate color of the button. Disabled, hovered, and pressed states " "take precedence over this color." msgstr "" #: doc/classes/Button.xml msgid "Icon modulate [Color] used when the [Button] is being hovered." msgstr "" #: doc/classes/Button.xml msgid "" "Icon modulate [Color] used when the [Button] is being hovered and pressed." msgstr "" #: doc/classes/Button.xml msgid "Default icon modulate [Color] of the [Button]." msgstr "" #: doc/classes/Button.xml msgid "Icon modulate [Color] used when the [Button] is being pressed." msgstr "" #: doc/classes/Button.xml msgid "" "The horizontal space between [Button]'s icon and text. Negative values will " "be treated as [code]0[/code] when used." msgstr "" #: doc/classes/Button.xml msgid "" "The maximum allowed width of the [Button]'s icon. This limit is applied on " "top of the default size of the icon, or its expanded size if [member " "expand_icon] is [code]true[/code]. The height is adjusted according to the " "icon's ratio." msgstr "" #: doc/classes/Button.xml doc/classes/LineEdit.xml doc/classes/LinkButton.xml #: doc/classes/MenuBar.xml doc/classes/ProgressBar.xml #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml doc/classes/Tree.xml msgid "" "The size of the text outline.\n" "[b]Note:[/b] If using a font with [member FontFile." "multichannel_signed_distance_field] enabled, its [member FontFile." "msdf_pixel_range] must be set to at least [i]twice[/i] the value of " "[theme_item outline_size] for outline rendering to look correct. Otherwise, " "the outline may appear to be cut off earlier than intended." msgstr "" #: doc/classes/Button.xml msgid "[Font] of the [Button]'s text." msgstr "" #: doc/classes/Button.xml msgid "Font size of the [Button]'s text." msgstr "" #: doc/classes/Button.xml msgid "" "Default icon for the [Button]. Appears only if [member icon] is not assigned." msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is disabled." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is disabled (for right-to-left layouts)." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is focused. The [theme_item focus] " "[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially " "transparent [StyleBox] should be used to ensure the base [StyleBox] remains " "visible. A [StyleBox] that represents an outline or an underline works well " "for this purpose. To disable the focus visual effect, assign a " "[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " "harm keyboard/controller navigation usability, so this is not recommended " "for accessibility reasons." msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being hovered." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is being hovered (for right-to-left " "layouts)." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is being pressed and hovered at the same " "time." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is being pressed and hovered at the same " "time (for right-to-left layouts)." msgstr "" #: doc/classes/Button.xml msgid "Default [StyleBox] for the [Button]." msgstr "" #: doc/classes/Button.xml msgid "Default [StyleBox] for the [Button] (for right-to-left layouts)." msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being pressed." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is being pressed (for right-to-left " "layouts)." msgstr "" #: doc/classes/ButtonGroup.xml msgid "" "A group of buttons that doesn't allow more than one button to be pressed at " "a time." msgstr "" #: doc/classes/ButtonGroup.xml msgid "" "A group of [BaseButton]-derived buttons. The buttons in a [ButtonGroup] are " "treated like radio buttons: No more than one button can be pressed at a " "time. Some types of buttons (such as [CheckBox]) may have a special " "appearance in this state.\n" "Every member of a [ButtonGroup] should have [member BaseButton.toggle_mode] " "set to [code]true[/code]." msgstr "" #: doc/classes/ButtonGroup.xml msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.button_group])." msgstr "" #: doc/classes/ButtonGroup.xml msgid "Returns the current pressed button." msgstr "" #: doc/classes/ButtonGroup.xml msgid "" "If [code]true[/code], it is possible to unpress all buttons in this " "[ButtonGroup]." msgstr "" #: doc/classes/ButtonGroup.xml msgid "Emitted when one of the buttons of the group is pressed." msgstr "" #: doc/classes/Callable.xml msgid "A built-in type representing a method or a standalone function." msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " "either be a method within an [Object] instance, or a standalone function not " "related to any object, like a lambda function. Like all [Variant] types, it " "can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func print_args(arg1, arg2, arg3 = \"\"):\n" " prints(arg1, arg2, arg3)\n" "\n" "func test():\n" " var callable = Callable(self, \"print_args\")\n" " callable.call(\"hello\", \"world\") # Prints \"hello world \".\n" " callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 Node(node." "gd)::print_args\".\n" " callable.call(\"invalid\") # Invalid call, should have at least 2 " "arguments.\n" "[/gdscript]\n" "[csharp]\n" "// Default parameter values are not supported.\n" "public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" "{\n" " GD.PrintS(arg1, arg2, arg3);\n" "}\n" "\n" "public void Test()\n" "{\n" " // Invalid calls fail silently.\n" " Callable callable = new Callable(this, MethodName.PrintArgs);\n" " callable.Call(\"hello\", \"world\"); // Default parameter values are not " "supported, should have 3 arguments.\n" " callable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 " "Node(Node.cs)::PrintArgs\".\n" " callable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, it's possible to create lambda functions within a method. " "Lambda functions are custom callables that are not associated with an " "[Object] instance. Optionally, lambda functions can also be named. The name " "will be displayed in the debugger, or when calling [method get_method].\n" "[codeblock]\n" "func _init():\n" " var my_lambda = func (message):\n" " print(message)\n" "\n" " # Prints Hello everyone!\n" " my_lambda.call(\"Hello everyone!\")\n" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" "[/codeblock]\n" "[b]Note:[/b] Methods of native types such as [Signal], [Array], or " "[Dictionary] are not of type [Callable] in order to avoid unnecessary " "overhead. If you need to pass those methods as [Callable], use a lambda " "function as a wrapper.\n" "[codeblock]\n" "func _init():\n" " var my_dictionary = { \"hello\": \"world\" }\n" "\n" " # This will not work, `clear` is not a callable.\n" " create_tween().tween_callback(my_dictionary.clear)\n" "\n" " # This will work, as lambdas are custom callables.\n" " create_tween().tween_callback(func(): my_dictionary.clear())\n" "[/codeblock]" msgstr "" #: doc/classes/Callable.xml msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "" #: doc/classes/Callable.xml msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " "specified [param object]." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns a copy of this [Callable] with one or more arguments bound. When " "called, the bound arguments are passed [i]after[/i] the arguments supplied " "by [method call]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns a copy of this [Callable] with one or more arguments bound, reading " "them from an array. When called, the bound arguments are passed [i]after[/i] " "the arguments supplied by [method call]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" #: doc/classes/Callable.xml msgid "" "Calls the method represented by this [Callable]. Arguments can be passed and " "should match the method's signature." msgstr "" #: doc/classes/Callable.xml msgid "" "Calls the method represented by this [Callable] in deferred mode, i.e. at " "the end of the current frame. Arguments can be passed and should match the " "method's signature.\n" "[codeblock]\n" "func _ready():\n" " grab_focus.call_deferred()\n" "[/codeblock]\n" "[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " "mainly at the end of process and physics frames. In it, deferred calls will " "be run until there are none left, which means you can defer calls from other " "deferred calls and they'll still be run in the current idle time cycle. This " "means you should not call a method deferred from itself (or from a method " "called by it), as this causes infinite recursion the same way as if you had " "called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" #: doc/classes/Callable.xml msgid "" "Calls the method represented by this [Callable]. Unlike [method call], this " "method expects all arguments to be contained inside the [param arguments] " "[Array]." msgstr "" #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " "greater than zero), or empty (if [method get_bound_arguments_count] is less " "than or equal to zero)." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the total amount of arguments bound (or unbound) via successive " "[method bind] or [method unbind] calls. If the amount of arguments unbound " "is greater than the ones bound, this function returns a value less than zero." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the name of the method represented by this [Callable]. If the " "callable is a GDScript lambda function, returns the function's name or " "[code]\"\"[/code]." msgstr "" #: doc/classes/Callable.xml msgid "Returns the object on which this [Callable] is called." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the ID of this [Callable]'s object (see [method Object." "get_instance_id])." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the 32-bit hash value of this [Callable]'s object.\n" "[b]Note:[/b] [Callable]s with equal content will always produce identical " "hash values. However, the reverse is not true. Returning identical hash " "values does [i]not[/i] imply the callables are equal, because different " "callables can have identical hash values due to hash collisions. The engine " "uses a 32-bit hash algorithm for [method hash]." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " "callables are created from [method bind] or [method unbind]. In GDScript, " "lambda functions are also custom callables." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] has no target to call the " "method on." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a standard callable. This " "method is the opposite of [method is_custom]. Returns [code]false[/code] if " "this callable is a lambda function." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if the callable's object exists and has a valid " "method name assigned, or is a custom callable." msgstr "" #: doc/classes/Callable.xml msgid "" "Perform an RPC (Remote Procedure Call) on all connected peers. This is used " "for multiplayer and is normally not available, unless the function being " "called has been marked as [i]RPC[/i] (using [annotation @GDScript.@rpc] or " "[method Node.rpc_config]). Calling this method on unsupported functions will " "result in an error. See [method Node.rpc]." msgstr "" #: doc/classes/Callable.xml msgid "" "Perform an RPC (Remote Procedure Call) on a specific peer ID (see " "multiplayer documentation for reference). This is used for multiplayer and " "is normally not available unless the function being called has been marked " "as [i]RPC[/i] (using [annotation @GDScript.@rpc] or [method Node." "rpc_config]). Calling this method on unsupported functions will result in an " "error. See [method Node.rpc_id]." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns a copy of this [Callable] with a number of arguments unbound. In " "other words, when the new callable is called the last few arguments supplied " "by the user are ignored, according to [param argcount]. The remaining " "arguments are passed to the callable. This allows to use the original " "callable in a context that attempts to pass more arguments than this " "callable can handle, e.g. a signal with a fixed number of arguments. See " "also [method bind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left.\n" "[codeblock]\n" "func _ready():\n" " foo.unbind(1).call(1, 2) # Calls foo(1).\n" " foo.bind(3, 4).unbind(1).call(1, 2) # Calls foo(1, 3, 4), note that it " "does not change the arguments from bind.\n" "[/codeblock]" msgstr "" #: doc/classes/Callable.xml msgid "Returns [code]true[/code] if both [Callable]s invoke different targets." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if both [Callable]s invoke the same custom target." msgstr "" #: doc/classes/CallbackTweener.xml msgid "Calls the specified method after optional delay." msgstr "" #: doc/classes/CallbackTweener.xml msgid "" "[CallbackTweener] is used to call a method in a tweening sequence. See " "[method Tween.tween_callback] for more usage information.\n" "The tweener will finish automatically if the callback's target object is " "freed.\n" "[b]Note:[/b] [method Tween.tween_callback] is the only correct way to create " "[CallbackTweener]. Any [CallbackTweener] created manually will not function " "correctly." msgstr "" #: doc/classes/CallbackTweener.xml msgid "" "Makes the callback call delayed by given time in seconds.\n" "[b]Example:[/b]\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() " "after 2 seconds\n" "[/codeblock]" msgstr "" #: doc/classes/Camera2D.xml msgid "Camera node for 2D scenes." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Camera node for 2D scenes. It forces the screen (current layer) to scroll " "following this node. This makes it easier (and faster) to program scrollable " "scenes than manually changing the position of [CanvasItem]-based nodes.\n" "Cameras register themselves in the nearest [Viewport] node (when ascending " "the tree). Only one camera can be active per viewport. If no viewport is " "available ascending the tree, the camera will register in the global " "viewport.\n" "This node is intended to be a simple helper to get things going quickly, but " "more functionality may be desired to change how the camera works. To make " "your own custom camera node, inherit it from [Node2D] and change the " "transform of the canvas by setting [member Viewport.canvas_transform] in " "[Viewport] (you can obtain the current [Viewport] by using [method Node." "get_viewport]).\n" "Note that the [Camera2D] node's [code]position[/code] doesn't represent the " "actual position of the screen, which may differ due to applied smoothing or " "limits. You can use [method get_screen_center_position] to get the real " "position." msgstr "" #: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Isometric Demo" msgstr "" #: doc/classes/Camera2D.xml doc/classes/Environment.xml #: doc/classes/WorldEnvironment.xml msgid "2D HDR Demo" msgstr "" #: doc/classes/Camera2D.xml msgid "Aligns the camera to the tracked node." msgstr "" #: doc/classes/Camera2D.xml msgid "Forces the camera to update scroll immediately." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the specified [enum Side]'s margin. See also [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], " "and [member drag_right_margin]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the camera limit for the specified [enum Side]. See also [member " "limit_bottom], [member limit_top], [member limit_left], and [member " "limit_right]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the center of the screen from this camera's point of view, in global " "coordinates.\n" "[b]Note:[/b] The exact targeted position of the camera may be different. See " "[method get_target_position]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns this camera's target position, in global coordinates.\n" "[b]Note:[/b] The returned value is not the same as [member Node2D." "global_position], as it is affected by the drag properties. It is also not " "the same as the current position if [member position_smoothing_enabled] is " "[code]true[/code] (see [method get_screen_center_position])." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns [code]true[/code] if this [Camera2D] is the active camera (see " "[method Viewport.get_camera_2d])." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Forces this [Camera2D] to become the current active one. [member enabled] " "must be [code]true[/code]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Sets the camera's position immediately to its current smoothing " "destination.\n" "This method has no effect if [member position_smoothing_enabled] is " "[code]false[/code]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Sets the specified [enum Side]'s margin. See also [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], " "and [member drag_right_margin]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Sets the camera limit for the specified [enum Side]. See also [member " "limit_bottom], [member limit_top], [member limit_left], and [member " "limit_right]." msgstr "" #: doc/classes/Camera2D.xml msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the bottom edge of the screen." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera only moves when reaching the horizontal " "(left and right) drag margins. If [code]false[/code], the camera moves " "horizontally regardless of margins." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The relative horizontal drag offset of the camera between the right " "([code]-1[/code]) and left ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial horizontal drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_horizontal_enabled] is [code]true[/code] or the drag " "margins are changed." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Left margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the left edge of the screen." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Right margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the right edge of the screen." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Top margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the top edge of the screen." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera only moves when reaching the vertical (top " "and bottom) drag margins. If [code]false[/code], the camera moves vertically " "regardless of the drag margins." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The relative vertical drag offset of the camera between the bottom " "([code]-1[/code]) and top ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial vertical drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_vertical_enabled] is [code]true[/code] or the drag margins " "are changed." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Controls whether the camera can be active or not. If [code]true[/code], the " "[Camera2D] will become the main camera when it enters the scene tree and " "there is no active camera currently (see [method Viewport.get_camera_2d]).\n" "When the camera is currently active and [member enabled] is set to " "[code]false[/code], the next enabled [Camera2D] in the scene tree will " "become active." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera's rendered view is not affected by its " "[member Node2D.rotation] and [member Node2D.global_rotation]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly stops when reaches its limits.\n" "This property has no effect if [member position_smoothing_enabled] is " "[code]false[/code].\n" "[b]Note:[/b] To immediately update the camera's position to be within limits " "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's relative offset. Useful for looking around or camera shake " "animations. The offsetted camera can go past the limits defined in [member " "limit_top], [member limit_bottom], [member limit_left] and [member " "limit_right]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera's view smoothly moves towards its target " "position at [member position_smoothing_speed]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "position_smoothing_enabled] is [code]true[/code]." msgstr "" #: doc/classes/Camera2D.xml msgid "The camera's process callback. See [enum Camera2DProcessCallback]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera's view smoothly rotates, via asymptotic " "smoothing, to align with its target rotation at [member " "rotation_smoothing_speed].\n" "[b]Note:[/b] This property has no effect if [member ignore_rotation] is " "[code]true[/code]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The angular, asymptotic speed of the camera's rotation smoothing effect when " "[member rotation_smoothing_enabled] is [code]true[/code]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen " "in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size " "seen in the viewport.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Camera2D] " "zoom into account. This means that zooming in/out will cause bitmap fonts " "and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless " "the font is part of a [CanvasLayer] that makes it ignore camera zoom. To " "ensure text remains crisp regardless of zoom, you can enable MSDF font " "rendering by enabling [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (applies to the default " "project font only), or enabling [b]Multichannel Signed Distance Field[/b] in " "the import options of a DynamicFont for custom fonts. On system fonts, " "[member SystemFont.multichannel_signed_distance_field] can be enabled in the " "inspector." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera updates during physics frames (see [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera updates during process frames (see [constant Node." "NOTIFICATION_INTERNAL_PROCESS])." msgstr "" #: doc/classes/Camera3D.xml msgid "Camera node, displays from a point of view." msgstr "" #: doc/classes/Camera3D.xml msgid "" "[Camera3D] is a special node that displays what is visible from its current " "location. Cameras register themselves in the nearest [Viewport] node (when " "ascending the tree). Only one camera can be active per viewport. If no " "viewport is available ascending the tree, the camera will register in the " "global viewport. In other words, a camera just provides 3D display " "capabilities to a [Viewport], and, without one, a scene registered in that " "[Viewport] (or higher viewports) can't be displayed." msgstr "" #: doc/classes/Camera3D.xml msgid "" "If this is the current camera, remove it from being current. If [param " "enable_next] is [code]true[/code], request to make the next camera current, " "if any." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns the projection matrix that this camera uses to render to its " "associated viewport. The camera must be part of the scene tree to function." msgstr "" #: doc/classes/Camera3D.xml msgid "Returns the camera's RID from the [RenderingServer]." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns the transform of the camera plus the vertical ([member v_offset]) " "and horizontal ([member h_offset]) offsets; and any other adjustments made " "to the position and orientation of the camera by subclassed cameras such as " "[XRCamera3D]." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns whether or not the specified layer of the [member cull_mask] is " "enabled, given a [param layer_number] between 1 and 20." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns the camera's frustum planes in world space units as an array of " "[Plane]s in the following order: near, far, left, top, right, bottom. Not to " "be confused with [member frustum_offset]." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns the RID of a pyramid shape encompassing the camera's view frustum, " "ignoring the camera's near plane. The tip of the pyramid represents the " "position of the camera." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns [code]true[/code] if the given position is behind the camera (the " "blue part of the linked diagram). [url=https://raw.githubusercontent.com/" "godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this " "diagram[/url] for an overview of position query methods.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be " "outside the camera's field of view." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns [code]true[/code] if the given position is inside the camera's " "frustum (the green part of the linked diagram). [url=https://raw." "githubusercontent.com/godotengine/godot-docs/master/img/" "camera3d_position_frustum.png]See this diagram[/url] for an overview of " "position query methods." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Makes this camera the current camera for the [Viewport] (see class " "description). If the camera node is outside the scene tree, it will attempt " "to become current once it's added." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns a normal vector from the screen point location directed along the " "camera. Orthogonal cameras are normalized. Perspective cameras account for " "perspective, screen width/height, etc." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns the 3D point in world space that maps to the given 2D coordinate in " "the [Viewport] rectangle on a plane that is the given [param z_depth] " "distance into the scene away from the camera." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Based on [param value], enables or disables the specified layer in the " "[member cull_mask], given a [param layer_number] between 1 and 20." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Sets the camera projection to frustum mode (see [constant " "PROJECTION_FRUSTUM]), by specifying a [param size], an [param offset], and " "the [param z_near] and [param z_far] clip planes in world space units. See " "also [member frustum_offset]." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Sets the camera projection to orthogonal mode (see [constant " "PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param " "z_near] and [param z_far] clip planes in world space units. (As a hint, 2D " "games often use this projection, with values specified in pixels.)" msgstr "" #: doc/classes/Camera3D.xml msgid "" "Sets the camera projection to perspective mode (see [constant " "PROJECTION_PERSPECTIVE]), by specifying a [param fov] (field of view) angle " "in degrees, and the [param z_near] and [param z_far] clip planes in world " "space units." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in world space.\n" "[b]Note:[/b] When using this to position GUI elements over a 3D viewport, " "use [method is_position_behind] to prevent them from appearing if the 3D " "point is behind the camera:\n" "[codeblock]\n" "# This code block is part of a script that inherits from Node3D.\n" "# `control` is a reference to a node inheriting from Control.\n" "control.visible = not get_viewport().get_camera_3d()." "is_position_behind(global_transform.origin)\n" "control.position = get_viewport().get_camera_3d()." "unproject_position(global_transform.origin)\n" "[/codeblock]" msgstr "" #: doc/classes/Camera3D.xml msgid "The [CameraAttributes] to use for this camera." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The culling mask that describes which [member VisualInstance3D.layers] are " "rendered by this camera. By default, all 20 user-visible layers are " "rendered.\n" "[b]Note:[/b] Since the [member cull_mask] allows for 32 layers to be stored " "in total, there are an additional 12 layers that are only used internally by " "the engine and aren't exposed in the editor. Setting [member cull_mask] " "using a script allows you to toggle those reserved layers, which can be " "useful for editor plugins.\n" "To adjust [member cull_mask] more easily using a script, use [method " "get_cull_mask_value] and [method set_cull_mask_value].\n" "[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers " "into account to determine what contributes to global illumination. If this " "is an issue, set [member GeometryInstance3D.gi_mode] to [constant " "GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D." "light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude " "them from global illumination." msgstr "" #: doc/classes/Camera3D.xml msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this " "camera.\n" "If multiple cameras are in the scene, one will always be made current. For " "example, if two [Camera3D] nodes are present in the scene and only one is " "current, setting one camera's [member current] to [code]false[/code] will " "cause the other camera to be made current." msgstr "" #: doc/classes/Camera3D.xml msgid "" "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the " "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for " "objects changed in particular [code]_process[/code] methods. See [enum " "DopplerTracking] for possible values." msgstr "" #: doc/classes/Camera3D.xml msgid "The [Environment] to use for this camera." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis. Higher values allow the camera to see further away, while " "decreasing [member far] can improve performance if it results in objects " "being partially or fully culled." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The camera's field of view angle (in degrees). Only applicable in " "perspective mode. Since [member keep_aspect] locks one axis, [member fov] " "sets the other axis' field of view angle.\n" "For reference, the default vertical field of view value ([code]75.0[/code]) " "is equivalent to a horizontal FOV of:\n" "- ~91.31 degrees in a 4:3 viewport\n" "- ~101.67 degrees in a 16:10 viewport\n" "- ~107.51 degrees in a 16:9 viewport\n" "- ~121.63 degrees in a 21:9 viewport" msgstr "" #: doc/classes/Camera3D.xml msgid "" "The camera's frustum offset. This can be changed from the default to create " "\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-" "shearing[/url].\n" "[b]Note:[/b] Only effective if [member projection] is [constant " "PROJECTION_FRUSTUM]." msgstr "" #: doc/classes/Camera3D.xml msgid "The horizontal (X) offset of the camera viewport." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The axis to lock during [member fov]/[member size] adjustments. Can be " "either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis. Lower values allow the camera to see objects more up close to " "its origin, at the cost of lower precision across the [i]entire[/i] range. " "Values lower than the default can lead to increased Z-fighting." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " "objects' Z distance from the camera's local space scales their perceived " "size." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The camera's size in meters measured as the diameter of the width or height, " "depending on [member keep_aspect]. Only applicable in orthogonal and frustum " "modes." msgstr "" #: doc/classes/Camera3D.xml msgid "The vertical (Y) offset of the camera viewport." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Orthogonal projection, also known as orthographic projection. Objects remain " "the same size on the screen no matter how far away they are." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Preserves the horizontal aspect ratio; also known as Vert- scaling. This is " "usually the best option for projects running in portrait mode, as taller " "aspect ratios will benefit from a wider vertical FOV." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Preserves the vertical aspect ratio; also known as Hor+ scaling. This is " "usually the best option for projects running in landscape mode, as wider " "aspect ratios will automatically benefit from a wider horizontal FOV." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in [code]_process[/" "code]. Changes in the relative velocity of this camera compared to those " "objects affect how audio is perceived (changing the audio's [member " "AudioStreamPlayer3D.pitch_scale])." msgstr "" #: doc/classes/Camera3D.xml msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in " "[code]_physics_process[/code]. Changes in the relative velocity of this " "camera compared to those objects affect how audio is perceived (changing the " "audio's [member AudioStreamPlayer3D.pitch_scale])." msgstr "" #: doc/classes/CameraAttributes.xml msgid "Parent class for camera settings." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "Controls camera-specific attributes such as depth of field and exposure " "override.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the " "exposure settings will be used.\n" "See also [Environment] for general 3D environment settings.\n" "This is a pure virtual class that is inherited by [CameraAttributesPhysical] " "and [CameraAttributesPractical]." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "If [code]true[/code], enables the tonemapping auto exposure mode of the " "scene renderer. If [code]true[/code], the renderer will automatically " "determine the exposure setting to adapt to the scene's illumination and the " "observed light." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "Multiplier for the exposure amount. A higher value results in a brighter " "image." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "Sensitivity of camera sensors, measured in ISO. A higher sensitivity results " "in a brighter image. Only available when [member ProjectSettings.rendering/" "lights_and_shadows/use_physical_light_units] is enabled. When [member " "auto_exposure_enabled] this can be used as a method of exposure " "compensation, doubling the value will increase the exposure value (measured " "in EV100) by 1 stop." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "Physically-based camera settings." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "[CameraAttributesPhysical] is used to set rendering settings based on a " "physically-based camera's settings. It is responsible for exposure, auto-" "exposure, and depth of field.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment] and will override the [Camera3D]s [member Camera3D.far], " "[member Camera3D.near], [member Camera3D.fov], and [member Camera3D." "keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], only the " "exposure settings will be used.\n" "The default settings are intended for use in an outdoor environment, tips " "for settings for use in an indoor environment can be found in each setting's " "documentation.\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "Physical light and camera units" msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Returns the vertical field of view that corresponds to the [member " "frustum_focal_length]. This value is calculated internally whenever [member " "frustum_focal_length] is changed." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "The maximum luminance (in EV100) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at " "least this value. This limits the auto-exposure from exposing below a " "certain brightness, resulting in a cut off point where the scene will remain " "bright." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "The minimum luminance luminance (in EV100) used when calculating auto " "exposure. When calculating scene average luminance, color values will be " "clamped to at least this value. This limits the auto-exposure from exposing " "above a certain brightness, resulting in a cut off point where the scene " "will remain dark." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Size of the aperture of the camera, measured in f-stops. An f-stop is a " "unitless ratio between the focal length of the camera and the diameter of " "the aperture. A high aperture setting will result in a smaller aperture " "which leads to a dimmer image and sharper focus. A low aperture results in a " "wide aperture which lets in more light resulting in a brighter, less-focused " "image. Default is appropriate for outdoors at daytime (i.e. for use with a " "default [DirectionalLight3D]), for indoor lighting, a value between 2 and 4 " "is more appropriate.\n" "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Time for shutter to open and close, evaluated as [code]1 / shutter_speed[/" "code] seconds. A higher value will allow less light (leading to a darker " "image), while a lower value will allow more light (leading to a brighter " "image).\n" "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Override value for [member Camera3D.far]. Used internally when calculating " "depth of field. When attached to a [Camera3D] as its [member Camera3D." "attributes], it will override the [member Camera3D.far] property." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Distance between camera lens and camera aperture, measured in millimeters. " "Controls field of view and depth of field. A larger focal length will result " "in a smaller field of view and a narrower depth of field meaning fewer " "objects will be in focus. A smaller focal length will result in a wider " "field of view and a larger depth of field meaning more objects will be in " "focus. When attached to a [Camera3D] as its [member Camera3D.attributes], it " "will override the [member Camera3D.fov] property and the [member Camera3D." "keep_aspect] property." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Distance from camera of object that will be in focus, measured in meters. " "Internally this will be clamped to be at least 1 millimeter larger than " "[member frustum_focal_length]." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Override value for [member Camera3D.near]. Used internally when calculating " "depth of field. When attached to a [Camera3D] as its [member Camera3D." "attributes], it will override the [member Camera3D.near] property." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "Camera settings in an easy to use format." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Controls camera-specific attributes such as auto-exposure, depth of field, " "and exposure override.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the " "exposure settings will be used." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "The maximum sensitivity (in ISO) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at " "least this value. This limits the auto-exposure from exposing below a " "certain brightness, resulting in a cut off point where the scene will remain " "bright." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "The minimum sensitivity (in ISO) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at " "least this value. This limits the auto-exposure from exposing above a " "certain brightness, resulting in a cut off point where the scene will remain " "dark." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Sets the maximum amount of blur. When using physically-based blur amounts, " "will instead act as a multiplier. High values lead to an increased amount of " "blurriness, but can be much more expensive to calculate. It is best to keep " "this as low as possible for a given art style." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Objects further from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Enables depth of field blur for objects further than [member " "dof_blur_far_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_far_transition].\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "When positive, distance over which (starting from [member " "dof_blur_far_distance]) blur effect will scale from 0 to [member " "dof_blur_amount]. When negative, uses physically-based scaling so depth of " "field effect will scale from 0 at [member dof_blur_far_distance] and will " "increase in a physically accurate way as objects get further from the " "[Camera3D]." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Objects closer from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Enables depth of field blur for objects closer than [member " "dof_blur_near_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_near_transition].\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "When positive, distance over which blur effect will scale from 0 to [member " "dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, " "uses physically-based scaling so depth of field effect will scale from 0 at " "[member dof_blur_near_distance] and will increase in a physically accurate " "way as objects get closer to the [Camera3D]." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " "which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " "background." msgstr "" #: doc/classes/CameraFeed.xml msgid "Returns feed image data type." msgstr "" #: doc/classes/CameraFeed.xml msgid "Returns the unique ID for this feed." msgstr "" #: doc/classes/CameraFeed.xml msgid "Returns the camera's name." msgstr "" #: doc/classes/CameraFeed.xml msgid "Returns the position of camera on the device." msgstr "" #: doc/classes/CameraFeed.xml msgid "If [code]true[/code], the feed is active." msgstr "" #: doc/classes/CameraFeed.xml msgid "The transform applied to the camera's image." msgstr "" #: doc/classes/CameraFeed.xml msgid "No image set for the feed." msgstr "" #: doc/classes/CameraFeed.xml msgid "Feed supplies RGB images." msgstr "" #: doc/classes/CameraFeed.xml msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." msgstr "" #: doc/classes/CameraFeed.xml msgid "Unspecified position." msgstr "" #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the front of the device." msgstr "" #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the back of the device." msgstr "" #: doc/classes/CameraServer.xml msgid "Server keeping track of different cameras accessible in Godot." msgstr "" #: doc/classes/CameraServer.xml msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" "It is notably used to provide AR modules with a video feed from the camera.\n" "[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " "other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml msgid "Adds the camera [param feed] to the camera server." msgstr "" #: doc/classes/CameraServer.xml msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml msgid "" "Returns the [CameraFeed] corresponding to the camera with the given [param " "index]." msgstr "" #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml msgid "Removes the specified camera [param feed]." msgstr "" #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml msgid "The Y component camera image." msgstr "" #: doc/classes/CameraServer.xml msgid "The CbCr component camera image." msgstr "" #: doc/classes/CameraTexture.xml msgid "Texture provided by a [CameraFeed]." msgstr "" #: doc/classes/CameraTexture.xml msgid "" "This texture gives access to the camera texture provided by a [CameraFeed].\n" "[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in " "a shader." msgstr "" #: doc/classes/CameraTexture.xml msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "" #: doc/classes/CameraTexture.xml msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." msgstr "" #: doc/classes/CameraTexture.xml msgid "" "Which image within the [CameraFeed] we want access to, important if the " "camera image is split in a Y and CbCr component." msgstr "" #: doc/classes/CanvasGroup.xml msgid "Merges several 2D nodes into a single draw operation." msgstr "" #: doc/classes/CanvasGroup.xml msgid "" "Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It " "allows to e.g. draw overlapping translucent 2D nodes without blending (set " "[member CanvasItem.self_modulate] property of [CanvasGroup] to achieve this " "effect).\n" "[b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the " "backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] " "overrides the builtin shader. To duplicate the behavior of the builtin " "shader in a custom [Shader] use the following:\n" "[codeblock]\n" "shader_type canvas_item;\n" "render_mode unshaded;\n" "\n" "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, " "filter_nearest;\n" "\n" "void fragment() {\n" " vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n" "\n" " if (c.a > 0.0001) {\n" " c.rgb /= c.a;\n" " }\n" "\n" " COLOR *= c;\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both " "utilize the backbuffer, children of a [CanvasGroup] who have their [member " "CanvasItem.clip_children] set to anything other than [constant CanvasItem." "CLIP_CHILDREN_DISABLED] will not function correctly." msgstr "" #: doc/classes/CanvasGroup.xml msgid "" "Sets the size of the margin used to expand the clearing rect of this " "[CanvasGroup]. This expands the area of the backbuffer that will be used by " "the [CanvasGroup]. A smaller margin will reduce the area of the backbuffer " "used which can increase performance, however if [member use_mipmaps] is " "enabled, a small margin may result in mipmap errors at the edge of the " "[CanvasGroup]. Accordingly, this should be left as small as possible, but " "should be increased if artifacts appear along the edges of the canvas group." msgstr "" #: doc/classes/CanvasGroup.xml msgid "" "Sets the size of a margin used to expand the drawable rect of this " "[CanvasGroup]. The size of the [CanvasGroup] is determined by fitting a rect " "around its children then expanding that rect by [member fit_margin]. This " "increases both the backbuffer area used and the area covered by the " "[CanvasGroup] both of which can reduce performance. This should be kept as " "small as possible and should only be expanded when an increased size is " "needed (e.g. for custom shader effects)." msgstr "" #: doc/classes/CanvasGroup.xml msgid "" "If [code]true[/code], calculates mipmaps for the backbuffer before drawing " "the [CanvasGroup] so that mipmaps can be used in a custom [ShaderMaterial] " "attached to the [CanvasGroup]. Generating mipmaps has a performance cost so " "this should not be enabled unless required." msgstr "" #: doc/classes/CanvasItem.xml msgid "Abstract base class for everything in 2D space." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Abstract base class for everything in 2D space. Canvas items are laid out in " "a tree; children inherit and extend their parent's transform. [CanvasItem] " "is extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game " "objects.\n" "Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the " "engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " "request a redraw. Because of this, canvas items don't need to be redrawn on " "every frame, improving the performance significantly. Several functions for " "drawing on the [CanvasItem] are provided (see [code]draw_*[/code] " "functions). However, they can only be used inside [method _draw], its " "corresponding [method Object._notification] or methods connected to the " "[signal draw] signal.\n" "Canvas items are drawn in tree order on their canvas layer. By default, " "children are on top of their parents, so a root [CanvasItem] will be drawn " "behind everything. This behavior can be changed on a per-item basis.\n" "A [CanvasItem] can be hidden, which will also hide its children. By " "adjusting various other properties of a [CanvasItem], you can also modulate " "its color (via [member modulate] or [member self_modulate]), change its Z-" "index, blend mode, and more." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml #: doc/classes/InputEvent.xml doc/classes/SubViewport.xml #: doc/classes/Viewport.xml msgid "Viewport and canvas transforms" msgstr "" #: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml msgid "Custom drawing in 2D" msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Called when [CanvasItem] has been requested to redraw (after [method " "queue_redraw] is called, either manually or by the engine).\n" "Corresponds to the [constant NOTIFICATION_DRAW] notification in [method " "Object._notification]." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml msgid "" "Subsequent drawing commands will be ignored unless they fall within the " "specified animation slice. This is a faster way to implement animations that " "loop on background rather than redrawing constantly." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws an unfilled arc between the given angles with a uniform [param color] " "and [param width] and optional antialiasing (supported only for positive " "[param width]). The larger the value of [param point_count], the smoother " "the curve. See also [method draw_circle].\n" "If [param width] is negative, it will be ignored and the arc will be drawn " "using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when " "the CanvasItem is scaled, the arc will remain thin. If this behavior is not " "desired, then pass a positive [param width] like [code]1.0[/code].\n" "The arc is drawn from [param start_angle] towards the value of [param " "end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] " "and counter-clockwise otherwise. Passing the same angles but in reversed " "order will produce the same arc. If absolute difference of [param " "start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] " "radians, then a full circle arc is drawn (i.e. arc will not overlap itself)." msgstr "" #: doc/classes/CanvasItem.xml msgid "Draws a string first character using a custom font." msgstr "" #: doc/classes/CanvasItem.xml msgid "Draws a string first character outline using a custom font." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a colored polygon of any number of points, convex or concave. Unlike " "[method draw_polygon], a single color must be specified for the whole " "polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a dashed line from a 2D point to another, with a given color and " "width. See also [method draw_multiline] and [method draw_polyline].\n" "If [param width] is negative, then a two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the line parts will remain thin. If this behavior is not desired, then pass " "a positive [param width] like [code]1.0[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "After submitting all animations slices via [method draw_animation_slice], " "this function can be used to revert drawing to its default state (all " "subsequent drawing commands will be visible). If you don't care about this " "particular use case, usage of this function after submitting the slices is " "not required." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle region of the font texture with LCD subpixel anti-" "aliasing at a given position, optionally modulated by a color.\n" "Texture is drawn using the following blend operation, blend mode of the " "[CanvasItemMaterial] is ignored:\n" "[codeblock]\n" "dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " "modulate.a);\n" "dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * " "modulate.a);\n" "dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " "modulate.a);\n" "dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n" "[/codeblock]" msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " "can be optionally antialiased. See also [method draw_multiline] and [method " "draw_polyline].\n" "If [param width] is negative, then a two-point primitive will be drawn " "instead of a four-point one. This means that when the CanvasItem is scaled, " "the line will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle region of the multi-channel signed distance field " "texture at a given position, optionally modulated by a color. See [member " "FontFile.multichannel_signed_distance_field] for more information and " "caveats about MSDF font rendering.\n" "If [param outline] is positive, each alpha channel value of pixel in region " "is set to maximum value of true distance in the [param outline] radius.\n" "Value of the [param pixel_range] should the same that was used during " "distance field texture generation." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws multiple disconnected lines with a uniform [param width] and [param " "color]. Each line is defined by two consecutive points from [param points] " "array, i.e. i-th segment consists of [code]points[2 * i][/code], " "[code]points[2 * i + 1][/code] endpoints. When drawing large amounts of " "lines, this is faster than using individual [method draw_line] calls. To " "draw interconnected lines, use [method draw_polyline] instead.\n" "If [param width] is negative, then two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the lines will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws multiple disconnected lines with a uniform [param width] and segment-" "by-segment coloring. Each segment is defined by two consecutive points from " "[param points] array and a corresponding color from [param colors] array, i." "e. i-th segment consists of [code]points[2 * i][/code], [code]points[2 * i + " "1][/code] endpoints and has [code]colors[i][/code] color. When drawing large " "amounts of lines, this is faster than using individual [method draw_line] " "calls. To draw interconnected lines, use [method draw_polyline_colors] " "instead.\n" "If [param width] is negative, then two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the lines will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Breaks [param text] into lines and draws it using the specified [param font] " "at the [param pos] (top-left corner). The text will have its color " "multiplied by [param modulate]. If [param width] is greater than or equal to " "0, the text will be clipped if it exceeds the specified width." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Breaks [param text] to the lines and draws text outline using the specified " "[param font] at the [param pos] (top-left corner). The text will have its " "color multiplied by [param modulate]. If [param width] is greater than or " "equal to 0, the text will be clipped if it exceeds the specified width." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a solid polygon of any number of points, convex or concave. Unlike " "[method draw_colored_polygon], each point's color can be changed " "individually. See also [method draw_polyline] and [method " "draw_polyline_colors]. If you need more flexibility (such as being able to " "use bones), use [method RenderingServer.canvas_item_add_triangle_array] " "instead." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param " "width]). When drawing large amounts of lines, this is faster than using " "individual [method draw_line] calls. To draw disconnected lines, use [method " "draw_multiline] instead. See also [method draw_polygon].\n" "If [param width] is negative, it will be ignored and the polyline will be " "drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that " "when the CanvasItem is scaled, the polyline will remain thin. If this " "behavior is not desired, then pass a positive [param width] like [code]1.0[/" "code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [param width], point-by-" "point coloring, and optional antialiasing (supported only for positive " "[param width]). Colors assigned to line points match by index between [param " "points] and [param colors], i.e. each line segment is filled with a gradient " "between the colors of the endpoints. When drawing large amounts of lines, " "this is faster than using individual [method draw_line] calls. To draw " "disconnected lines, use [method draw_multiline_colors] instead. See also " "[method draw_polygon].\n" "If [param width] is negative, it will be ignored and the polyline will be " "drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that " "when the CanvasItem is scaled, the polyline will remain thin. If this " "behavior is not desired, then pass a positive [param width] like [code]1.0[/" "code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " "for a triangle, and 4 points for a quad. If 0 points or more than 4 points " "are specified, nothing will be drawn and an error message will be printed. " "See also [method draw_line], [method draw_polyline], [method draw_polygon], " "and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a rectangle. If [param filled] is [code]true[/code], the rectangle " "will be filled with the [param color] specified. If [param filled] is " "[code]false[/code], the rectangle will be drawn as a stroke with the [param " "color] and [param width] specified. See also [method draw_texture_rect].\n" "If [param width] is negative, then two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the lines will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code].\n" "[b]Note:[/b] [param width] is only effective if [param filled] is " "[code]false[/code].\n" "[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not " "display perfectly. For example, corners may be missing or brighter due to " "overlapping lines (for a translucent [param color])." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via components. Anything drawn " "afterwards will be transformed by this.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param " "scale] into account. This means that scaling up/down will cause bitmap fonts " "and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To " "ensure text remains crisp regardless of scale, you can enable MSDF font " "rendering by enabling [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (applies to the default " "project font only), or enabling [b]Multichannel Signed Distance Field[/b] in " "the import options of a DynamicFont for custom fonts. On system fonts, " "[member SystemFont.multichannel_signed_distance_field] can be enabled in the " "inspector." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " "will be transformed by this." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws [param text] using the specified [param font] at the [param pos] " "(bottom-left corner using the baseline of the font). The text will have its " "color multiplied by [param modulate]. If [param width] is greater than or " "equal to 0, the text will be clipped if it exceeds the specified width.\n" "[b]Example using the default project font:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "# If using this method in a script that redraws constantly, move the\n" "# `default_font` declaration to a member variable assigned in `_ready()`\n" "# so the Control is only created once.\n" "var default_font = ThemeDB.fallback_font\n" "var default_font_size = ThemeDB.fallback_font_size\n" "draw_string(default_font, Vector2(64, 64), \"Hello world\", " "HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n" "[/gdscript]\n" "[csharp]\n" "// If using this method in a script that redraws constantly, move the\n" "// `default_font` declaration to a member variable assigned in `_Ready()`\n" "// so the Control is only created once.\n" "Font defaultFont = ThemeDB.FallbackFont;\n" "int defaultFontSize = ThemeDB.FallbackFontSize;\n" "DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", " "HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method Font.draw_string]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws [param text] outline using the specified [param font] at the [param " "pos] (bottom-left corner using the baseline of the font). The text will have " "its color multiplied by [param modulate]. If [param width] is greater than " "or equal to 0, the text will be clipped if it exceeds the specified width." msgstr "" #: doc/classes/CanvasItem.xml msgid "Draws a styled rectangle." msgstr "" #: doc/classes/CanvasItem.xml msgid "Draws a texture at a given position." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle at a given position, optionally modulated by a " "color. If [param transpose] is [code]true[/code], the texture will have its " "X and Y coordinates swapped. See also [method draw_rect] and [method " "draw_texture_rect_region]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle from a texture's region (specified by [param " "src_rect]) at a given position, optionally modulated by a color. If [param " "transpose] is [code]true[/code], the texture will have its X and Y " "coordinates swapped. See also [method draw_texture_rect]." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/Node3D.xml msgid "" "Forces the transform to update. Transform changes in physics are not instant " "for performance reasons. Transforms are accumulated and then set. Use this " "if you need an up-to-date transform when doing physics operations." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the canvas item RID used by [RenderingServer] for this item." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the transform from the coordinate system of the canvas, this item is " "in, to the [Viewport]s coordinate system." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is " "in using the coordinate system of the [CanvasLayer].\n" "[b]Note:[/b] For screen-space coordinates (e.g. when using a non-embedded " "[Popup]), you can use [method DisplayServer.mouse_get_position]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the global transform matrix of this item, i.e. the combined " "transform up to the topmost [CanvasItem] node. The topmost item is a " "[CanvasItem] that either has no parent, has non-[CanvasItem] parent or it " "has [member top_level] enabled." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the transform from the local coordinate system of this [CanvasItem] " "to the [Viewport]s coordinate system." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the mouse's position in this [CanvasItem] using the local coordinate " "system of this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the transform of this [CanvasItem] in global screen coordinates (i." "e. taking window position into account). Mostly useful for editor plugins.\n" "Equals to [method get_global_transform] if the window is embedded (see " "[member Viewport.gui_embed_subwindows])." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the transform matrix of this item." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the viewport's boundaries as a [Rect2]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the transform from the coordinate system of the canvas, this item is " "in, to the [Viewport]s embedders coordinate system." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns an individual bit on the rendering visibility layer." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Hide the [CanvasItem] if it's currently visible. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if local transform notifications are communicated " "to children." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if global transform notifications are communicated " "to children." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " "[member visible] property is [code]true[/code] and all its ancestors are " "also visible. If any ancestor is hidden, this node will not be visible in " "the scene tree, and is therefore not drawn (see [method _draw])." msgstr "" #: doc/classes/CanvasItem.xml msgid "Assigns [param screen_point] as this node's new local transform." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Transformations issued by [param event]'s inputs are applied in local space " "instead of global space." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" "Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " "visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. " "This only occurs [b]once[/b] per frame, even if this method has been called " "multiple times." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [param enable] is [code]true[/code], this node will receive [constant " "NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform changes." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [param enable] is [code]true[/code], this node will receive [constant " "NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Set/clear individual bits on the rendering visibility layer. This simplifies " "editing this [CanvasItem]'s visibility layer." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Show the [CanvasItem] if it's currently hidden. This is equivalent to " "setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "" #: doc/classes/CanvasItem.xml msgid "The material applied to this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The color applied to this [CanvasItem]. This property does affect child " "[CanvasItem]s, unlike [member self_modulate] which only affects the node " "itself." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The color applied to this [CanvasItem]. This property does [b]not[/b] affect " "child [CanvasItem]s, unlike [member modulate] which affects both the node " "itself and its children.\n" "[b]Note:[/b] Internal children (e.g. sliders in [ColorPicker] or tab bar in " "[TabContainer]) are also not affected by this property (see " "[code]include_internal[/code] parameter of [method Node.get_child] and other " "similar methods)." msgstr "" #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws behind its parent." msgstr "" #: doc/classes/CanvasItem.xml msgid "The texture filtering mode to use on this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "The texture repeating mode to use on this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its " "transform from parent [CanvasItem]s. Its draw order will also be changed to " "make it draw on top of other [CanvasItem]s that do not have [member " "top_level] set to [code]true[/code]. The [CanvasItem] will effectively act " "as if it was placed as a child of a bare [Node]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] property " "is used as this one's material." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The rendering layer in which this [CanvasItem] is rendered by [Viewport] " "nodes. A [Viewport] will render a [CanvasItem] if it and all its parents " "share a layer with the [Viewport]'s canvas cull mask." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], this [CanvasItem] is drawn. The node is only visible " "if all of its ancestors are visible as well (in other words, [method " "is_visible_in_tree] must return [code]true[/code]).\n" "[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " "visible is to call one of the multiple [code]popup*()[/code] functions " "instead." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], child nodes with the lowest Y position are drawn " "before those with a higher Y position. If [code]false[/code], Y-sorting is " "disabled. Y-sorting only affects children that inherit from [CanvasItem].\n" "You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the " "same space as the parent Y-sort. This feature allows you to organize a scene " "better or divide it into multiple ones without changing your scene tree." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], the node's Z index is relative to its parent's Z " "index. If this node's Z index is 2 and its parent's effective Z index is 3, " "then this node's effective Z index will be 2 + 3 = 5." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Z index. Controls the order in which the nodes render. A node with a higher " "Z index will display in front of others. Must be between [constant " "RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer." "CANVAS_ITEM_Z_MAX] (inclusive).\n" "[b]Note:[/b] Changing the Z index of a [Control] only affects the drawing " "order, not the order in which input events are handled. This can be useful " "to implement certain UI animations, e.g. a menu where hovered items are " "scaled and should overlap others." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Emitted when the [CanvasItem] must redraw, [i]after[/i] the related " "[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] " "is called.\n" "[b]Note:[/b] Deferred connections do not allow drawing through the " "[code]draw_*[/code] methods." msgstr "" #: doc/classes/CanvasItem.xml msgid "Emitted when becoming hidden." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Emitted when the item's [Rect2] boundaries (position or size) have changed, " "or when an action is taking place that may have impacted these boundaries (e." "g. changing [member Sprite2D.texture])." msgstr "" #: doc/classes/CanvasItem.xml msgid "Emitted when the visibility (hidden/visible) changes." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The [CanvasItem]'s global transform has changed. This notification is only " "received if enabled by [method set_notify_transform]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The [CanvasItem]'s local transform has changed. This notification is only " "received if enabled by [method set_notify_local_transform]." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] is requested to draw (see [method _draw])." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem]'s visibility has changed." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has entered the canvas." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has exited the canvas." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem]'s active [World2D] changed." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] will inherit the filter from its parent." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml #: doc/classes/Viewport.xml doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter reads from the nearest pixel and blends between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/" "code]). This makes the texture look pixelated from up close, and smooth from " "a distance.\n" "Use this for non-pixel art textures that may be viewed at a low scale (e.g. " "due to [Camera2D] zoom or sprite scaling), as mipmaps are important to " "smooth out pixels that are smaller than on-screen pixels." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml #: doc/classes/Viewport.xml doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/" "code]). This makes the texture look smooth from up close, and smooth from a " "distance.\n" "Use this for non-pixel art textures that may be viewed at a low scale (e.g. " "due to [Camera2D] zoom or sprite scaling), as mipmaps are important to " "smooth out pixels that are smaller than on-screen pixels." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on " "the angle between the surface and the camera view. This makes the texture " "look pixelated from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this " "case." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The texture filter blends between the nearest 4 pixels and blends between 2 " "mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/" "textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) " "based on the angle between the surface and the camera view. This makes the " "texture look smooth from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/VisualShaderNodeTextureParameter.xml msgid "Texture will not repeat." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/VisualShaderNodeTextureParameter.xml msgid "Texture will repeat normally." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Texture will repeat in a 2x2 tiled mode, where elements at even positions " "are mirrored." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/VisualShaderNodeTextureParameter.xml msgid "Represents the size of the [enum TextureRepeat] enum." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml msgid "Child draws over parent and is not clipped." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml msgid "" "Parent is used for the purposes of clipping only. Child is clipped to the " "parent's visible area, parent is not drawn." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml msgid "" "Parent is used for clipping child, but parent is also drawn underneath child " "as normal before clipping child to its visible area." msgstr "" #: doc/classes/CanvasItem.xml msgid "Represents the size of the [enum ClipChildrenMode] enum." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "A material for [CanvasItem]s." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "[CanvasItemMaterial]s provide a means of modifying the textures associated " "with a CanvasItem. They specialize in describing blend and lighting " "behaviors for textures. Use a [ShaderMaterial] to more fully customize a " "material's interactions with a [CanvasItem]." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "The manner in which material reacts to lighting." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "The number of columns in the spritesheet assigned as [Texture2D] for a " "[GPUParticles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "If [code]true[/code], the particles animation will loop.\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "The number of rows in the spritesheet assigned as [Texture2D] for a " "[GPUParticles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "If [code]true[/code], enable spritesheet-based animation features when " "assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member " "ParticleProcessMaterial.anim_speed_max] or [member CPUParticles2D." "anim_speed_max] should also be set to a positive value for the animation to " "play.\n" "This property (and other [code]particles_anim_*[/code] properties that " "depend on it) has no effect on other types of nodes." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Additive blending mode." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Subtractive blending mode." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Multiplicative blending mode." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were no light." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were only light." msgstr "" #: doc/classes/CanvasLayer.xml msgid "A node used for independent rendering of objects within a 2D scene." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "[CanvasItem]-derived nodes that are direct or indirect children of a " "[CanvasLayer] will be drawn in that layer. The layer is a numeric index that " "defines the draw order. The default 2D scene renders with index [code]0[/" "code], so a [CanvasLayer] with index [code]-1[/code] will be drawn below, " "and a [CanvasLayer] with index [code]1[/code] will be drawn above. This " "order will hold regardless of the [member CanvasItem.z_index] of the nodes " "within each layer.\n" "[CanvasLayer]s can be hidden and they can also optionally follow the " "viewport. This makes them useful for HUDs like health bar overlays (on " "layers [code]1[/code] and higher) or backgrounds (on layers [code]-1[/code] " "and lower).\n" "[b]Note:[/b] Embedded [Window]s are placed on layer [code]1024[/code]. " "[CanvasItem]s on layers [code]1025[/code] and higher appear in front of " "embedded windows.\n" "[b]Note:[/b] Each [CanvasLayer] is drawn on one specific [Viewport] and " "cannot be shared between multiple [Viewport]s, see [member custom_viewport]. " "When using multiple [Viewport]s, for example in a split-screen game, you " "need create an individual [CanvasLayer] for each [Viewport] you want it to " "be drawn on." msgstr "" #: doc/classes/CanvasLayer.xml msgid "Canvas layers" msgstr "" #: doc/classes/CanvasLayer.xml msgid "Returns the RID of the canvas used by this layer." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Returns the transform from the [CanvasLayer]s coordinate system to the " "[Viewport]s coordinate system." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]true[/code]." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "If enabled, the [CanvasLayer] will use the viewport's transform, so it will " "move when camera moves instead of being anchored in a fixed position on the " "screen.\n" "Together with [member follow_viewport_scale] it can be used for a pseudo 3D " "effect." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Scales the layer when using [member follow_viewport_enabled]. Layers moving " "into the foreground should have increasing scales, while layers moving into " "the background should have decreasing scales." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Layer index for draw order. Lower values are drawn behind higher values.\n" "[b]Note:[/b] If multiple CanvasLayers have the same layer index, " "[CanvasItem] children of one CanvasLayer are drawn behind the [CanvasItem] " "children of the other CanvasLayer. Which CanvasLayer is drawn in front is " "non-deterministic." msgstr "" #: doc/classes/CanvasLayer.xml msgid "The layer's base offset." msgstr "" #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in radians." msgstr "" #: doc/classes/CanvasLayer.xml msgid "The layer's scale." msgstr "" #: doc/classes/CanvasLayer.xml msgid "The layer's transform." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be " "hidden.\n" "Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't " "propagated to underlying layers." msgstr "" #: doc/classes/CanvasLayer.xml msgid "Emitted when visibility of the layer is changed. See [member visible]." msgstr "" #: doc/classes/CanvasModulate.xml msgid "A node that applies a color tint to a canvas." msgstr "" #: doc/classes/CanvasModulate.xml msgid "" "[CanvasModulate] applies a color tint to all nodes on a canvas. Only one can " "be used to tint a canvas, but [CanvasLayer]s can be used to render things " "independently." msgstr "" #: doc/classes/CanvasModulate.xml msgid "The tint color to apply." msgstr "" #: doc/classes/CanvasTexture.xml msgid "Texture with optional normal and specular maps for use in 2D rendering." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It " "allows using normal maps and specular maps in any node that inherits from " "[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter " "and repeat mode independently of the node's properties (or the project " "settings).\n" "[b]Note:[/b] [CanvasTexture] cannot be used in 3D. It will not display " "correctly when applied to any [VisualInstance3D], such as [Sprite3D] or " "[Decal]. For physically-based materials in 3D, use [BaseMaterial3D] instead." msgstr "" #: doc/classes/CanvasTexture.xml msgid "2D Lights and Shadows" msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "The diffuse (color) texture to use. This is the main texture you want to set " "in most cases." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "The normal map texture to use. Only has a visible effect if [Light2D]s are " "affecting this [CanvasTexture].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "The multiplier for specular reflection colors. The [Light2D]'s color is also " "taken into account when determining the reflection color. Only has a visible " "effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "The specular exponent for [Light2D] specular reflections. Higher values " "result in a more glossy/\"wet\" look, with reflections becoming more " "localized and less visible overall. The default value of [code]1.0[/code] " "disables specular reflections entirely. Only has a visible effect if " "[Light2D]s are affecting this [CanvasTexture]." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "The specular map to use for [Light2D] specular reflections. This should be a " "grayscale or colored texture, with brighter areas resulting in a higher " "[member specular_shininess] value. Using a colored [member specular_texture] " "allows controlling specular shininess on a per-channel basis. Only has a " "visible effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" #: doc/classes/CanvasTexture.xml msgid "The texture filtering mode to use when drawing this [CanvasTexture]." msgstr "" #: doc/classes/CanvasTexture.xml msgid "The texture repeat mode to use when drawing this [CanvasTexture]." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Total height of the capsule mesh (including the hemispherical ends)." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Number of radial segments on the capsule mesh." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Radius of the capsule mesh." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Number of rings along the height of the capsule." msgstr "" #: doc/classes/CapsuleShape2D.xml msgid "A 2D capsule shape used for physics collision." msgstr "" #: doc/classes/CapsuleShape2D.xml msgid "" "A 2D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" "[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, " "but it is slower than [RectangleShape2D] and [CircleShape2D]." msgstr "" #: doc/classes/CapsuleShape2D.xml doc/classes/CapsuleShape3D.xml msgid "The capsule's height." msgstr "" #: doc/classes/CapsuleShape2D.xml doc/classes/CapsuleShape3D.xml msgid "The capsule's radius." msgstr "" #: doc/classes/CapsuleShape3D.xml msgid "A 3D capsule shape used for physics collision." msgstr "" #: doc/classes/CapsuleShape3D.xml msgid "" "A 3D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape3D].\n" "[b]Performance:[/b] [CapsuleShape3D] is fast to check collisions against. It " "is faster than [CylinderShape3D], but slower than [SphereShape3D] and " "[BoxShape3D]." msgstr "" #: doc/classes/CenterContainer.xml msgid "A container that keeps child controls in its center." msgstr "" #: doc/classes/CenterContainer.xml msgid "" "[CenterContainer] is a container that keeps all of its child controls in its " "center at their minimum size." msgstr "" #: doc/classes/CenterContainer.xml msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "A 2D physics body specialized for characters moved by script." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "[CharacterBody2D] is a specialized class for physics bodies that are meant " "to be user-controlled. They are not affected by physics at all, but they " "affect other physics bodies in their path. They are mainly used to provide " "high-level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " "provided by [method PhysicsBody2D.move_and_collide]. This makes it useful " "for highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " "such as moving platforms, [AnimatableBody2D] is simpler to configure." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "Kinematic character (2D)" msgstr "" #: doc/classes/CharacterBody2D.xml msgid "Using CharacterBody2D" msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CollisionShape2D.xml #: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Kinematic Character Demo" msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Allows to manually apply a snap to the floor regardless of the body's " "velocity. This function does nothing when [method is_on_floor] returns " "[code]true[/code]." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Returns the floor's collision angle at the last collision point according to " "[param up_direction], which is [constant Vector2.UP] by default. This value " "is always positive and only valid after calling [method move_and_slide] and " "when [method is_on_floor] returns [code]true[/code]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the surface normal of the floor at the last collision point. Only " "valid after calling [method move_and_slide] and when [method is_on_floor] " "returns [code]true[/code]." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Returns the last motion applied to the [CharacterBody2D] during the last " "call to [method move_and_slide]. The movement can be split into multiple " "motions when sliding occurs, and this method return the last one, which is " "useful to retrieve the current direction of the movement." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Returns a [KinematicCollision2D], which contains information about the " "latest collision that occurred during the last call to [method " "move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the linear velocity of the platform at the last collision point. " "Only valid after calling [method move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the travel (position delta) that occurred during the last call to " "[method move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the current real velocity since the last call to [method " "move_and_slide]. For example, when you climb a slope, you will move " "diagonally even though the velocity is horizontal. This method returns the " "diagonal movement, as opposed to [member velocity] which returns the " "requested velocity." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Returns a [KinematicCollision2D], which contains information about a " "collision that occurred during the last call to [method move_and_slide]. " "Since the body can collide several times in a single call to [method " "move_and_slide], you must specify the index of the collision in the range 0 " "to ([method get_slide_collision_count] - 1).\n" "[b]Example usage:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "for i in get_slide_collision_count():\n" " var collision = get_slide_collision(i)\n" " print(\"Collided with: \", collision.get_collider().name)\n" "[/gdscript]\n" "[csharp]\n" "for (int i = 0; i < GetSlideCollisionCount(); i++)\n" "{\n" " KinematicCollision2D collision = GetSlideCollision(i);\n" " GD.Print(\"Collided with: \", (collision.GetCollider() as Node).Name);\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the surface normal of the wall at the last collision point. Only " "valid after calling [method move_and_slide] and when [method is_on_wall] " "returns [code]true[/code]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns [code]true[/code] if the body collided with the ceiling on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns [code]true[/code] if the body collided only with the ceiling on the " "last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns [code]true[/code] if the body collided with the floor on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns [code]true[/code] if the body collided only with the floor on the " "last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns [code]true[/code] if the body collided with a wall on the last call " "of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns [code]true[/code] if the body collided only with a wall on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Moves the body based on [member velocity]. If the body collides with " "another, it will slide along the other body (by default only on floor) " "rather than stop immediately. If the other body is a [CharacterBody2D] or " "[RigidBody2D], it will also be affected by the motion of the other body. You " "can use this to make moving and rotating platforms, or to make nodes push " "other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for detailed information " "about collisions that occurred, use [method get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" "The general behavior and available properties change according to the " "[member motion_mode].\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "If [code]true[/code], the body will be able to move on the floor only. This " "option avoids to be able to walk on walls, it will however allow to slide " "down along them." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "If [code]false[/code] (by default), the body will move faster on downward " "slopes and slower on upward slopes.\n" "If [code]true[/code], the body will always move at the same speed on the " "ground no matter the slope. Note that you need to use [member " "floor_snap_length] to stick along a downward slope at constant speed." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Maximum angle (in radians) where a slope is still considered a floor (or a " "ceiling), rather than a wall, when calling [method move_and_slide]. The " "default value equals 45 degrees." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Sets a snapping distance. When set to a value different from [code]0.0[/" "code], the body is kept attached to slopes when calling [method " "move_and_slide]. The snapping vector is determined by the given distance " "along the opposite direction of the [member up_direction].\n" "As long as the snapping vector is in contact with the ground and the body " "moves against [member up_direction], the body will remain attached to the " "surface. Snapping is not applied if the body moves along [member " "up_direction], meaning it contains vertical rising velocity, so it will be " "able to detach from the ground when jumping or when the body is pushed up by " "something. If you want to apply a snap without taking into account the " "velocity, use [method apply_floor_snap]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "If [code]true[/code], the body will not slide on slopes when calling [method " "move_and_slide] when the body is standing still.\n" "If [code]false[/code], the body will slide on floor's slopes when [member " "velocity] applies a downward force." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Maximum number of times the body can change direction before it stops when " "calling [method move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Sets the motion mode which defines the behavior of [method move_and_slide]. " "See [enum MotionMode] constants for available modes." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Collision layers that will be included for detecting floor bodies that will " "act as moving platforms to be followed by the [CharacterBody2D]. By default, " "all floor bodies are detected and propagate their velocity." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Sets the behavior to apply when you leave a moving platform. By default, to " "be physically accurate, when you leave the last platform velocity is " "applied. See [enum PlatformOnLeave] constants for available behavior." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Collision layers that will be included for detecting wall bodies that will " "act as moving platforms to be followed by the [CharacterBody2D]. By default, " "all wall bodies are ignored." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Extra margin used for collision recovery when calling [method " "move_and_slide].\n" "If the body is at least this close to another body, it will consider them to " "be colliding and will be pushed away before performing the actual motion.\n" "A higher value means it's more flexible for detecting collision, which helps " "with consistently detecting walls and floors.\n" "A lower value forces the collision algorithm to use more exact detection, so " "it can be used in cases that specifically require precision, e.g at very low " "scale to avoid visible jittering, or for stability with a stack of character " "bodies." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "If [code]true[/code], during a jump against the ceiling, the body will " "slide, if [code]false[/code] it will be stopped and will fall vertically." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Vector pointing upwards, used to determine what is a wall and what is a " "floor (or a ceiling) when calling [method move_and_slide]. Defaults to " "[constant Vector2.UP]. As the vector will be normalized it can't be equal to " "[constant Vector2.ZERO], if you want all collisions to be reported as walls, " "consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Current velocity vector in pixels per second, used and modified during calls " "to [method move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a slope. The default value equals 15 degrees. This property only " "affects movement when [member motion_mode] is [constant " "MOTION_MODE_FLOATING]." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Apply when notions of walls, ceiling and floor are relevant. In this mode " "the body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for sided games like platformers." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " "reported as [code]on_wall[/code]. In this mode, when you slide, the speed " "will always be constant. This mode is suitable for top-down games." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Add the last platform velocity to the [member velocity] when you leave a " "moving platform." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Add the last platform velocity to the [member velocity] when you leave a " "moving platform, but any downward motion is ignored. It's useful to keep " "full jump height even when the platform is moving down." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "Do nothing when leaving a platform." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "A 3D physics body specialized for characters moved by script." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "[CharacterBody3D] is a specialized class for physics bodies that are meant " "to be user-controlled. They are not affected by physics at all, but they " "affect other physics bodies in their path. They are mainly used to provide " "high-level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " "provided by [method PhysicsBody3D.move_and_collide]. This makes it useful " "for highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " "such as moving platforms, [AnimatableBody3D] is simpler to configure." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Returns the floor's collision angle at the last collision point according to " "[param up_direction], which is [constant Vector3.UP] by default. This value " "is always positive and only valid after calling [method move_and_slide] and " "when [method is_on_floor] returns [code]true[/code]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Returns the last motion applied to the [CharacterBody3D] during the last " "call to [method move_and_slide]. The movement can be split into multiple " "motions when sliding occurs, and this method return the last one, which is " "useful to retrieve the current direction of the movement." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Returns a [KinematicCollision3D], which contains information about the " "latest collision that occurred during the last call to [method " "move_and_slide]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Returns the angular velocity of the platform at the last collision point. " "Only valid after calling [method move_and_slide]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Returns a [KinematicCollision3D], which contains information about a " "collision that occurred during the last call to [method move_and_slide]. " "Since the body can collide several times in a single call to [method " "move_and_slide], you must specify the index of the collision in the range 0 " "to ([method get_slide_collision_count] - 1)." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Moves the body based on [member velocity]. If the body collides with " "another, it will slide along the other body rather than stop immediately. If " "the other body is a [CharacterBody3D] or [RigidBody3D], it will also be " "affected by the motion of the other body. You can use this to make moving " "and rotating platforms, or to make nodes push other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for more detailed " "information about collisions that occurred, use [method " "get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Collision layers that will be included for detecting floor bodies that will " "act as moving platforms to be followed by the [CharacterBody3D]. By default, " "all floor bodies are detected and propagate their velocity." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Collision layers that will be included for detecting wall bodies that will " "act as moving platforms to be followed by the [CharacterBody3D]. By default, " "all wall bodies are ignored." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Vector pointing upwards, used to determine what is a wall and what is a " "floor (or a ceiling) when calling [method move_and_slide]. Defaults to " "[constant Vector3.UP]. As the vector will be normalized it can't be equal to " "[constant Vector3.ZERO], if you want all collisions to be reported as walls, " "consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Current velocity vector (typically meters per second), used and modified " "during calls to [method move_and_slide]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a slope. The default value equals 15 degrees. When [member " "motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if " "[member floor_block_on_wall] is [code]true[/code]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Apply when notions of walls, ceiling and floor are relevant. In this mode " "the body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for grounded games like platformers." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " "reported as [code]on_wall[/code]. In this mode, when you slide, the speed " "will always be constant. This mode is suitable for games without ground like " "space games." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" #: doc/classes/CharFXTransform.xml doc/classes/RichTextEffect.xml #: doc/classes/RichTextLabel.xml msgid "BBCode in RichTextLabel" msgstr "" #: doc/classes/CharFXTransform.xml doc/classes/RichTextEffect.xml msgid "RichTextEffect test project (third-party)" msgstr "" #: doc/classes/CharFXTransform.xml msgid "The color the character will be drawn with." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "The time elapsed since the [RichTextLabel] was added to the scene tree (in " "seconds). Time stops when the [RichTextLabel] is paused (see [member Node." "process_mode]). Resets when the text in the [RichTextLabel] is changed.\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Contains the arguments passed in the opening BBCode tag. By default, " "arguments are strings; if their contents match a type such as [bool], [int] " "or [float], they will be converted automatically. Color codes in the form " "[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque " "[Color]. String arguments may not contain spaces, even if they're quoted. If " "present, quotes will also be present in the final string.\n" "For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 " "color=#ffffff][/code] will map to the following [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" msgstr "" #: doc/classes/CharFXTransform.xml msgid "Font resource used to render glyph." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Number of glyphs in the grapheme cluster. This value is set in the first " "glyph of a cluster. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Glyph flags. See [enum TextServer.GraphemeFlag] for more info. Setting this " "property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml msgid "Font specific glyph index." msgstr "" #: doc/classes/CharFXTransform.xml msgid "The position offset the character will be drawn with (in pixels)." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "If [code]true[/code], FX transform is called for outline drawing. Setting " "this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Absolute character range in the string, corresponding to the glyph. Setting " "this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "The character offset of the glyph, relative to the current [RichTextEffect] " "custom block. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "The current transform of the current glyph. It can be overridden (for " "example, by driving the position and rotation from a curve). You can also " "alter the existing value to apply transforms on top of other effects." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " "their [member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml msgid "A button that represents a binary choice." msgstr "" #: doc/classes/CheckBox.xml msgid "" "[CheckBox] allows the user to choose one of only two possible options. It's " "similar to [CheckButton] in functionality, but it has a different " "appearance. To follow established UX patterns, it's recommended to use " "[CheckBox] when toggling it has [b]no[/b] immediate effect on something. For " "example, it could be used when toggling it will only do something once a " "confirmation button is pressed.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "When [member BaseButton.button_group] specifies a [ButtonGroup], [CheckBox] " "changes its appearance to that of a radio button and uses the various " "[code]radio_*[/code] theme properties." msgstr "" #: doc/classes/CheckBox.xml msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is checked." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is checked and is disabled." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is configured as a radio " "button and is checked." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is configured as a radio " "button, is disabled, and is unchecked." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is configured as a radio " "button and is unchecked." msgstr "" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is unchecked and is disabled." msgstr "" #: doc/classes/CheckButton.xml msgid "" "[CheckButton] is a toggle button displayed as a check field. It's similar to " "[CheckBox] in functionality, but it has a different appearance. To follow " "established UX patterns, it's recommended to use [CheckButton] when toggling " "it has an [b]immediate[/b] effect on something. For example, it can be used " "when pressing it shows or hides advanced settings, without asking the user " "to confirm this action.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/CheckButton.xml msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is checked (for left-to-right " "layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is checked and disabled (for left-" "to-right layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is checked and disabled (for " "right-to-left layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is checked (for right-to-left " "layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is unchecked (for left-to-right " "layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is unchecked and disabled (for " "left-to-right layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is unchecked and disabled (for " "right-to-left layouts)." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is unchecked (for right-to-left " "layouts)." msgstr "" #: doc/classes/CircleShape2D.xml msgid "A 2D circle shape used for physics collision." msgstr "" #: doc/classes/CircleShape2D.xml msgid "" "A 2D circle shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" "[b]Performance:[/b] [CircleShape2D] is fast to check collisions against. It " "is faster than [RectangleShape2D] and [CapsuleShape2D]." msgstr "" #: doc/classes/CircleShape2D.xml msgid "The circle's radius." msgstr "" #: doc/classes/ClassDB.xml msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml msgid "Provides access to metadata stored for every available class." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns [code]true[/code] if objects can be instantiated from the specified " "[param class], otherwise returns [code]false[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns whether the specified [param class] is available or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the keys in [param enum] of [param class] or its " "ancestry." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns an array with all the enums of [param class] or its ancestry." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the value of the integer constant [param name] of [param class] or " "its ancestry. Always returns 0 when the constant could not be found." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns which enum the integer constant [param name] of [param class] or its " "ancestry belongs to." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with the names all the integer constants of [param class] " "or its ancestry." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the methods of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]. Every element of the array is " "a [Dictionary] with the following keys: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code].\n" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the value of [param property] of [param object] or its ancestry." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the properties of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the [param signal] data of [param class] or its ancestry. The " "returned value is a [Dictionary] with the following keys: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code]." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the signals of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]. Every element of the array is " "a [Dictionary] as described in [method class_get_signal]." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] or its ancestry has an enum called [param " "name] or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] or its ancestry has an integer constant called " "[param name] or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] (or its ancestry if [param no_inheritance] is " "[code]false[/code]) has a method called [param method] or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] or its ancestry has a signal called [param " "signal] or not." msgstr "" #: doc/classes/ClassDB.xml msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns the names of all the classes available." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the names of all the classes that directly or indirectly inherit " "from [param class]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns the parent class of [param class]." msgstr "" #: doc/classes/ClassDB.xml msgid "Creates an instance of [param class]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns whether this [param class] is enabled or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [param inherits] is an ancestor of [param class] or not." msgstr "" #: doc/classes/CodeEdit.xml msgid "A multiline text editor designed for editing code." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "CodeEdit is a specialized [TextEdit] designed for editing plain text code " "files. It has many features commonly found in code editors such as line " "numbers, line folding, code completion, indent management, and string/" "comment management.\n" "[b]Note:[/b] Regardless of locale, [CodeEdit] will by default always use " "left-to-right text direction to correctly display source code." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Override this method to define how the selected entry should be inserted. If " "[param replace] is true, any existing text should be replaced." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Override this method to define what items in [param candidates] should be " "displayed.\n" "Both [param candidates] and the return is a [Array] of [Dictionary], see " "[method get_code_completion_option] for [Dictionary] content." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Override this method to define what happens when the user requests code " "completion. If [param force] is true, any checks should be bypassed." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Adds a brace pair.\n" "Both the start and end keys must be symbols. Only the start key has to be " "unique." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Submits an item to the queue of potential candidates for the autocomplete " "menu. Call [method update_code_completion_options] to update the list.\n" "[param location] indicates location of the option relative to the location " "of the code completion query. See [enum CodeEdit.CodeCompletionLocation] for " "how to set this value.\n" "[b]Note:[/b] This list will replace all current candidates." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Adds a comment delimiter.\n" "Both the start and end keys must be symbols. Only the start key has to be " "unique.\n" "[param line_only] denotes if the region should continue until the end of the " "line or carry over on to the next line. If the end key is blank this is " "automatically set to [code]true[/code]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Adds a string delimiter.\n" "Both the start and end keys must be symbols. Only the start key has to be " "unique.\n" "[param line_only] denotes if the region should continue until the end of the " "line or carry over on to the next line. If the end key is blank this is " "automatically set to [code]true[/code]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns if the given line is foldable, that is, it has indented lines right " "below it or a comment / string block." msgstr "" #: doc/classes/CodeEdit.xml msgid "Cancels the autocomplete menu." msgstr "" #: doc/classes/CodeEdit.xml msgid "Clears all bookmarked lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "Clears all breakpointed lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "Removes all comment delimiters." msgstr "" #: doc/classes/CodeEdit.xml msgid "Clears all executed lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "Removes all string delimiters." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Inserts the selected entry into the text. If [param replace] is true, any " "existing text is replaced rather than merged." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Converts the indents of lines between [param from_line] and [param to_line] " "to tabs or spaces as set by [member indent_use_spaces].\n" "Values of [code]-1[/code] convert the entire text." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Creates a new code region with the selection. At least one single line " "comment delimiter have to be defined (see [method add_comment_delimiter]).\n" "A code region is a part of code that is highlighted when folded and can help " "organize your script.\n" "Code region start and end tags can be customized (see [method " "set_code_region_tags]).\n" "Code regions are delimited using start and end tags (respectively " "[code]region[/code] and [code]endregion[/code] by default) preceded by one " "line comment delimiter. (eg. [code]#region[/code] and [code]#endregion[/" "code])" msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Perform an indent as if the user activated the \"ui_text_indent\" action." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Duplicates all lines currently selected with any caret. Duplicates the " "entire line beneath the current one no matter where the caret is within the " "line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Folds all lines that are possible to be folded (see [method can_fold_line])." msgstr "" #: doc/classes/CodeEdit.xml msgid "Folds the given line, if possible (see [method can_fold_line])." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets the matching auto brace close key for [param open_key]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets all bookmarked lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets all breakpointed lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Gets the completion option at [param index]. The return [Dictionary] has the " "following key-values:\n" "[code]kind[/code]: [enum CodeCompletionKind]\n" "[code]display_text[/code]: Text that is shown on the autocomplete menu.\n" "[code]insert_text[/code]: Text that is to be inserted when this item is " "selected.\n" "[code]font_color[/code]: Color of the text on the autocomplete menu.\n" "[code]icon[/code]: Icon to draw on the autocomplete menu.\n" "[code]default_value[/code]: Value of the symbol." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Gets all completion options, see [method get_code_completion_option] for " "return content." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets the index of the current selected completion option." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns the code region end tag (without comment delimiter)." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns the code region start tag (without comment delimiter)." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets the end key for a string or comment region index." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [param line] [param column] is in a string or comment, returns the end " "position of the region. If not or no end could be found, both [Vector2] " "values will be [code]-1[/code]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets the start key for a string or comment region index." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "If [param line] [param column] is in a string or comment, returns the start " "position of the region. If not or no start could be found, both [Vector2] " "values will be [code]-1[/code]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Gets all executing lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns all lines that are current folded." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns the full text with char [code]0xFFFF[/code] at the caret location." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns the full text with char [code]0xFFFF[/code] at the cursor location." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns the full text with char [code]0xFFFF[/code] at the specified " "location." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns [code]true[/code] if close key [param close_key] exists." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns [code]true[/code] if open key [param open_key] exists." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns [code]true[/code] if comment [param start_key] exists." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns [code]true[/code] if string [param start_key] exists." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Indents selected lines, or in the case of no selection the caret line by one." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns delimiter index if [param line] [param column] is in a comment. If " "[param column] is not provided, will return delimiter index if the entire " "[param line] is a comment. Otherwise [code]-1[/code]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns the delimiter index if [param line] [param column] is in a string. " "If [param column] is not provided, will return the delimiter index if the " "entire [param line] is a string. Otherwise [code]-1[/code]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns whether the line at the specified index is bookmarked or not." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns whether the line at the specified index is breakpointed or not." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns whether the line at the specified index is a code region end." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns whether the line at the specified index is a code region start." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Returns whether the line at the specified index is marked as executing or " "not." msgstr "" #: doc/classes/CodeEdit.xml msgid "Returns whether the line at the specified index is folded or not." msgstr "" #: doc/classes/CodeEdit.xml msgid "Removes the comment delimiter with [param start_key]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Removes the string delimiter with [param start_key]." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Emits [signal code_completion_requested], if [param force] is true will " "bypass all checks. Otherwise will check that the caret is in a word or in " "front of a prefix. Will ignore the request if all current options are of " "type file path, node path or signal." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the current selected completion option." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the code hint text. Pass an empty string to clear." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets if the code hint should draw below the text." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the code region start and end tags (without comment delimiter)." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the line as bookmarked." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the line as breakpointed." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the line as executing." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the symbol emitted by [signal symbol_validate] as a valid lookup." msgstr "" #: doc/classes/CodeEdit.xml msgid "Toggle the folding of the code block at the given line." msgstr "" #: doc/classes/CodeEdit.xml msgid "Unfolds all lines, folded or not." msgstr "" #: doc/classes/CodeEdit.xml msgid "Unfolds all lines that were previously folded." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Unindents selected lines, or in the case of no selection the caret line by " "one. Same as performing \"ui_text_unindent\" action." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Submits all completion options added with [method " "add_code_completion_option]. Will try to force the autocomplete menu to " "popup, if [param force] is [code]true[/code].\n" "[b]Note:[/b] This will replace all current candidates." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets whether brace pairs should be autocompleted." msgstr "" #: doc/classes/CodeEdit.xml msgid "Highlight mismatching brace pairs." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the brace pairs to be autocompleted." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets whether code completion is allowed." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets prefixes that will trigger code completion." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets the comment delimiters. All existing comment delimiters will be removed." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets the string delimiters. All existing string delimiters will be removed." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets if bookmarked should be drawn in the gutter. This gutter is shared with " "breakpoints and executing lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets if breakpoints should be drawn in the gutter. This gutter is shared " "with bookmarks and executing lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets if executing lines should be marked in the gutter. This gutter is " "shared with breakpoints and bookmarks lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets if foldable lines icons should be drawn in the gutter." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets if line numbers should be drawn in the gutter." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets if line numbers drawn in the gutter are zero padded." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets whether automatic indent are enabled, this will add an extra indent if " "a prefix or brace is found." msgstr "" #: doc/classes/CodeEdit.xml msgid "Prefixes to trigger an automatic indent." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Size of the tabulation indent (one [kbd]Tab[/kbd] press) in characters. If " "[member indent_use_spaces] is enabled the number of spaces to use." msgstr "" #: doc/classes/CodeEdit.xml msgid "Use spaces instead of tabs for indentation." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets whether line folding is allowed." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Draws vertical lines at the provided columns. The first entry is considered " "a main hard guideline and is draw more prominently." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Set when a validated word from [signal symbol_validate] is clicked, the " "[signal symbol_lookup] should be emitted." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Emitted when a breakpoint is added or removed from a line. If the line is " "moved via backspace a removed is emitted at the old line." msgstr "" #: doc/classes/CodeEdit.xml msgid "Emitted when the user requests code completion." msgstr "" #: doc/classes/CodeEdit.xml msgid "Emitted when the user has clicked on a valid symbol." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Emitted when the user hovers over a symbol. The symbol should be validated " "and responded to, by calling [method set_symbol_lookup_word_as_valid]." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a class." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a function." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a Godot signal." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a variable." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a member." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as an enum entry." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a constant." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a Godot node path." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as a file path." msgstr "" #: doc/classes/CodeEdit.xml msgid "Marks the option as unclassified or plain text." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is local to the location of the code completion query - e.g. a " "local variable. Subsequent value of location represent options from the " "outer class, the exact value represent how far they are (in terms of inner " "classes)." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " "depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " "etc) to store the depth of an option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is from user code which is not local and not in a derived class " "(e.g. Autoload Singletons)." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is from other engine code, not covered by the other enum " "constants - e.g. built-in classes." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of the bookmark icon for bookmarked lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of the text to highlight mismatched braces." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of the breakpoint icon for bookmarked lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] for all icons related to line folding." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the background [Color] for the code completion popup." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Background highlight [Color] for matching text in code completion options." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of the scrollbar in the code completion popup." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of the scrollbar in the code completion popup when hovered." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Background highlight [Color] for the current selected option item in the " "code completion popup." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of the executing icon for executing lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "[Color] of background line highlight for folded code region." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "[Color] of the main line length guideline, secondary guidelines will have " "50% alpha applied." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets the [Color] of line numbers." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Max number of options to display in the code completion popup at any one " "time." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Max width of options in the code completion popup. Options longer than this " "will be cut off." msgstr "" #: doc/classes/CodeEdit.xml msgid "Width of the scrollbar in the code completion popup." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked " "lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets a custom [Texture2D] to draw in the breakpoint gutter for breakpointed " "lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a line can " "be folded." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a code " "region can be folded." msgstr "" #: doc/classes/CodeEdit.xml msgid "Icon to draw in the executing gutter for executing lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a line is " "folded and can be unfolded." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a code " "region is folded and can be unfolded." msgstr "" #: doc/classes/CodeEdit.xml msgid "Sets a custom [Texture2D] to draw at the end of a folded line." msgstr "" #: doc/classes/CodeEdit.xml msgid "[StyleBox] for the code completion popup." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "A syntax highlighter intended for code." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "By adjusting various properties of this resource, you can change the colors " "of strings, comments, numbers, and other text patterns inside a [TextEdit] " "control." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Adds a color region such as comments or strings.\n" "Both the start and end keys must be symbols. Only the start key has to be " "unique.\n" "[param line_only] denotes if the region should continue until the end of the " "line or carry over on to the next line. If the end key is blank this is " "automatically set to [code]true[/code]." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets the color for a keyword.\n" "The keyword cannot contain any symbols except '_'." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets the color for a member keyword.\n" "The member keyword cannot contain any symbols except '_'.\n" "It will not be highlighted if preceded by a '.'." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Removes all color regions." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Removes all keywords." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Removes all member keywords." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Returns the color for a keyword." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Returns the color for a member keyword." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Returns [code]true[/code] if the start key exists, else [code]false[/code]." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Returns [code]true[/code] if the keyword exists, else [code]false[/code]." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Returns [code]true[/code] if the member keyword exists, else [code]false[/" "code]." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Removes the color region that uses that start key." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Removes the keyword." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Removes the member keyword." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets the color regions. All existing regions will be removed. The " "[Dictionary] key is the region start and end key, separated by a space. The " "value is the region color." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets color for functions. A function is a non-keyword string followed by a " "'('." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets the keyword colors. All existing keywords will be removed. The " "[Dictionary] key is the keyword. The value is the keyword color." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets the member keyword colors. All existing member keyword will be removed. " "The [Dictionary] key is the member keyword. The value is the member keyword " "color." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" "Sets color for member variables. A member variable is non-keyword, non-" "function string proceeded with a '.'." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Sets the color for numbers." msgstr "" #: doc/classes/CodeHighlighter.xml msgid "Sets the color for symbols." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Abstract base class for 2D physics objects." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Abstract base class for 2D physics objects. [CollisionObject2D] can hold any " "number of [Shape2D]s for collision. Each shape must be assigned to a " "[i]shape owner[/i]. Shape owners are not nodes and do not appear in the " "editor, but are accessible through code using the [code]shape_owner_*[/code] " "methods.\n" "[b]Note:[/b] Only collisions between objects within the same canvas " "([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " "collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Accepts unhandled [InputEvent]s. [param shape_idx] is the child index of the " "clicked [Shape2D]. Connect to [signal input_event] to easily pick up these " "events.\n" "[b]Note:[/b] [method _input_event] requires [member input_pickable] to be " "[code]true[/code] and at least one [member collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Called when the mouse pointer enters any of this object's shapes or moves " "from one shape to another. [param shape_idx] is the child index of the newly " "entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] " "and at least one [member collision_layer] bit to be called." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Called when the mouse pointer exits any of this object's shapes. [param " "shape_idx] is the child index of the exited [Shape2D]. Requires [member " "input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be called." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/" "code] of the new owner for future reference." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/SoftBody3D.xml msgid "" "Returns whether or not the specified layer of the [member collision_layer] " "is enabled, given a [param layer_number] between 1 and 32." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/RayCast2D.xml #: doc/classes/RayCast3D.xml doc/classes/ShapeCast2D.xml #: doc/classes/ShapeCast3D.xml doc/classes/SoftBody3D.xml msgid "" "Returns whether or not the specified layer of the [member collision_mask] is " "enabled, given a [param layer_number] between 1 and 32." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Returns the object's [RID]." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [param owner_id]." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "" "Returns an [Array] of [code]owner_id[/code] identifiers. You can use these " "ids in other methods that take [code]owner_id[/code] as an argument." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "If [code]true[/code], the shape owner and its shapes are disabled." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Returns [code]true[/code] if collisions for the shape owner originating from " "this [CollisionObject2D] will not be reported to collided with " "[CollisionObject2D]s." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Removes the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/SoftBody3D.xml msgid "" "Based on [param value], enables or disables the specified layer in the " "[member collision_layer], given a [param layer_number] between 1 and 32." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/RayCast2D.xml #: doc/classes/RayCast3D.xml doc/classes/ShapeCast2D.xml #: doc/classes/ShapeCast3D.xml doc/classes/SoftBody3D.xml msgid "" "Based on [param value], enables or disables the specified layer in the " "[member collision_mask], given a [param layer_number] between 1 and 32." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Adds a [Shape2D] to the shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Removes all shapes from the shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Returns the parent object of the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Returns the [Shape2D] with the given ID from the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Returns the number of shapes the given shape owner contains." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Returns the child index of the [Shape2D] with the given ID from the given " "shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Returns the shape owner's [Transform2D]." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Removes a shape from the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "If [code]true[/code], disables the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "If [param enable] is [code]true[/code], collisions for the shape owner " "originating from this [CollisionObject2D] will not be reported to collided " "with [CollisionObject2D]s." msgstr "" "Se [param enable] è [code]true[/code], le collisioni per il nodo che ha " "questo [CollisionObject2D] non saranno riportate come tali con altri " "[CollisionObject2D]." #: doc/classes/CollisionObject2D.xml msgid "" "Sets the [code]one_way_collision_margin[/code] of the shape owner identified " "by given [param owner_id] to [param margin] pixels." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Sets the [Transform2D] of the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "The physics layers this CollisionObject2D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision " "layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "The physics layers this CollisionObject2D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision " "layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The priority used to solve colliding when occurring penetration. The higher " "the priority is, the lower the penetration into the object will be. This can " "for example be used to prevent the player from breaking through the " "boundaries of a level." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: doc/classes/SoftBody3D.xml msgid "" "Defines the behavior in physics when [member Node.process_mode] is set to " "[constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more " "details about the different modes." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "" "If [code]true[/code], this object is pickable. A pickable object can detect " "the mouse pointer entering/leaving, and if the mouse is inside it, report " "input events. Requires at least one [member collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when an input event occurs. Requires [member input_pickable] to be " "[code]true[/code] and at least one [member collision_layer] bit to be set. " "See [method _input_event] for details." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this signal to be emitted.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject2D]'s area is small. This signal may also not be emitted " "if another [CollisionObject2D] is overlapping the [CollisionObject2D] in " "question." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this signal to be emitted.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject2D]'s area is small. This signal may also not be emitted " "if another [CollisionObject2D] is overlapping the [CollisionObject2D] in " "question." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer enters any of this object's shapes or moves " "from one shape to another. [param shape_idx] is the child index of the newly " "entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] " "and at least one [member collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer exits any of this object's shapes. [param " "shape_idx] is the child index of the exited [Shape2D]. Requires [member " "input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject2D].\n" "Automatically re-added to the physics simulation when the [Node] is " "processed again." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. " "[PhysicsBody2D] can't be affected by forces or other bodies while static.\n" "Automatically set [PhysicsBody2D] back to its original mode when the [Node] " "is processed again." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: doc/classes/SoftBody3D.xml msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], do not affect the physics simulation." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "Abstract base class for 3D physics objects." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Abstract base class for 3D physics objects. [CollisionObject3D] can hold any " "number of [Shape3D]s for collision. Each shape must be assigned to a " "[i]shape owner[/i]. Shape owners are not nodes and do not appear in the " "editor, but are accessible through code using the [code]shape_owner_*[/code] " "methods.\n" "[b]Warning:[/b] With a non-uniform scale, this node will likely not behave " "as expected. It is advised to keep its scale the same on all axes and adjust " "its collision shape(s) instead." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Receives unhandled [InputEvent]s. [param position] is the location in world " "space of the mouse pointer on the surface of the shape with index [param " "shape_idx] and [param normal] is the normal vector of the surface at that " "point. Connect to the [signal input_event] signal to easily pick up these " "events.\n" "[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to " "be [code]true[/code] and at least one [member collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject3D] won't cause this function to be called." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject3D] won't cause this function to be called." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "Adds a [Shape3D] to the shape owner." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "Returns the [Shape3D] with the given ID from the given shape owner." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Returns the child index of the [Shape3D] with the given ID from the given " "shape owner." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "Returns the shape owner's [Transform3D]." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "Sets the [Transform3D] of the given shape owner." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "The physics layers this CollisionObject3D [b]is in[/b]. Collision objects " "can exist in one or more of 32 different layers. See also [member " "collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision " "layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "The physics layers this CollisionObject3D [b]scans[/b]. Collision objects " "can scan one or more of 32 different layers. See also [member " "collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision " "layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "If [code]true[/code], the [CollisionObject3D] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Emitted when the object receives an unhandled [InputEvent]. [param position] " "is the location in world space of the mouse pointer on the surface of the " "shape with index [param shape_idx] and [param normal] is the normal vector " "of the surface at that point." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject3D]'s area is small. This signal may also not be emitted " "if another [CollisionObject3D] is overlapping the [CollisionObject3D] in " "question." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject3D]'s area is small. This signal may also not be emitted " "if another [CollisionObject3D] is overlapping the [CollisionObject3D] in " "question." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject3D].\n" "Automatically re-added to the physics simulation when the [Node] is " "processed again." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. " "[PhysicsBody3D] can't be affected by forces or other bodies while static.\n" "Automatically set [PhysicsBody3D] back to its original mode when the [Node] " "is processed again." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "A node that provides a polygon shape to a [CollisionObject2D] parent." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject2D] parent and allows to edit it. The polygon can be concave " "or convex. This can give a detection shape to an [Area2D] or turn " "[PhysicsBody2D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape2D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its shape resource instead." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "If [code]true[/code], no collisions will be detected." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " "[CollisionPolygon2D]'s rotation, will collide with other objects.\n" "[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " "child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the polygon at a " "high velocity." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "The polygon's list of vertices. Each point will be connected to the next, " "and the final point will be connected to the first.\n" "[b]Note:[/b] The returned vertices are in the local coordinate space of the " "given [CollisionPolygon2D].\n" "[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], " "not a reference." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "Collisions will include the polygon and its contained area. In this mode the " "node has the same effect as several [ConvexPolygonShape2D] nodes, one for " "each convex shape in the convex decomposition of the polygon (but without " "the overhead of multiple nodes)." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "Collisions will only include the polygon edges. In this mode the node has " "the same effect as a single [ConcavePolygonShape2D] made of segments, with " "the restriction that each segment (after the first one) starts where the " "previous one ends, and the last one ends where the first one starts (forming " "a closed but hollow polygon)." msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject3D] parent." msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject3D] parent and allows to edit it. The polygon can be concave " "or convex. This can give a detection shape to an [Area3D] or turn " "[PhysicsBody3D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its shape resource instead." msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "" "Length that the resulting collision extends in either direction " "perpendicular to its 2D polygon." msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "If [code]true[/code], no collision will be produced." msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "" "The collision margin for the generated [Shape3D]. See [member Shape3D." "margin] for more details." msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "" "Array of vertices which define the 2D polygon in the local XY plane.\n" "[b]Note:[/b] The returned value is a copy of the original. Methods which " "mutate the size or properties of the return value will not impact the " "original polygon. To change properties of the polygon, assign it to a " "temporary variable and make changes before reassigning the class property." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "A node that provides a [Shape2D] to a [CollisionObject2D] parent." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows " "to edit it. This can give a detection shape to an [Area2D] or turn a " "[PhysicsBody2D] into a solid object." msgstr "" #: doc/classes/CollisionShape2D.xml doc/classes/CollisionShape3D.xml #: doc/classes/PhysicsBody2D.xml doc/classes/PhysicsBody3D.xml #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml #: doc/classes/PhysicsDirectSpaceState2D.xml #: doc/classes/PhysicsDirectSpaceState3D.xml doc/classes/RigidBody3D.xml #: doc/classes/Shape2D.xml doc/classes/Shape3D.xml msgid "Physics introduction" msgstr "Introduzione alla fisica" #: doc/classes/CollisionShape2D.xml msgid "" "The collision shape debug color.\n" "[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/" "collision/shape_color]. The [code]Color(0, 0, 0, 1)[/code] value documented " "here is a placeholder, and not the actual default debug color." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " "(top or bottom).\n" "[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " "child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the shape at a " "high velocity." msgstr "" #: doc/classes/CollisionShape2D.xml doc/classes/CollisionShape3D.xml msgid "The actual shape owned by this collision shape." msgstr "" #: doc/classes/CollisionShape3D.xml msgid "A node that provides a [Shape3D] to a [CollisionObject3D] parent." msgstr "" #: doc/classes/CollisionShape3D.xml msgid "" "A node that provides a [Shape3D] to a [CollisionObject3D] parent and allows " "to edit it. This can give a detection shape to an [Area3D] or turn a " "[PhysicsBody3D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its [member shape] resource instead." msgstr "" #: doc/classes/CollisionShape3D.xml msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance3D] siblings geometry." msgstr "" #: doc/classes/CollisionShape3D.xml modules/gridmap/doc_classes/GridMap.xml #: doc/classes/ShapeCast3D.xml msgid "[i]Obsoleted.[/i] Use [signal Resource.changed] instead." msgstr "" #: doc/classes/CollisionShape3D.xml msgid "A disabled collision shape has no effect in the world." msgstr "" #: doc/classes/Color.xml msgid "A color represented in RGBA format." msgstr "" #: doc/classes/Color.xml msgid "" "A color represented in RGBA format by a red ([member r]), green ([member " "g]), blue ([member b]), and alpha ([member a]) component. Each component is " "a 32-bit floating-point value, usually ranging from [code]0.0[/code] to " "[code]1.0[/code]. Some properties (such as [member CanvasItem.modulate]) may " "support values greater than [code]1.0[/code], for overbright or HDR (High " "Dynamic Range) colors.\n" "Colors can be created in various ways: By the various [Color] constructors, " "by static methods such as [method from_hsv], and by using a name from the " "set of standardized colors based on [url=https://en.wikipedia.org/wiki/" "X11_color_names]X11 color names[/url] with the addition of [constant " "TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses " "integers from [code]0[/code] to [code]255[/code] and doesn't support " "overbright colors.\n" "[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" "code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " "Otherwise, a Color will always evaluate to [code]true[/code].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "color_constants.png]Color constants cheatsheet[/url]" msgstr "" #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "2D GD Paint Demo" msgstr "" #: doc/classes/Color.xml doc/classes/ColorPicker.xml msgid "Tween Demo" msgstr "" #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "GUI Drag And Drop Demo" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a default [Color] from opaque black. This is the same as " "[constant BLACK].\n" "[b]Note:[/b] in C#, constructs an empty color with all of its components set " "to [code]0.0[/code] (transparent black)." msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a [Color] from the existing color, with [member a] set to the " "given [param alpha] value.\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(Color.RED, 0.2) # 20% opaque red.\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(Colors.Red, 0.2f); // 20% opaque red.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "Constructs a [Color] as a copy of the given [Color]." msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name. The supported color names are the same as the constants." msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name, with [param alpha] on the range of 0.0 to 1.0. The supported " "color names are the same as the constants." msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member " "a] is set to 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, " "255, 178, 255)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, " "204)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to `Color." "Color8(51, 255, 178, 255, 204)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from overlaying this color over the given " "color. In a painting program, you can imagine it as the [param over] color " "painted over this color (including alpha).\n" "[codeblocks]\n" "[gdscript]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n" "var blended_color = bg.blend(fg) # Brown with alpha of 75%\n" "[/gdscript]\n" "[csharp]\n" "var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // Green with alpha of 50%\n" "var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // Red with alpha of 50%\n" "Color blendedColor = bg.Blend(fg); // Brown with alpha of 75%\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color with all components clamped between the components of " "[param min] and [param max], by running [method @GlobalScope.clamp] on each " "component." msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from making this color darker by the specified " "[param amount] (ratio from 0.0 to 1.0). See also [method lightened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 20% darker than regular green\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color darkgreen = green.Darkened(0.2f); // 20% darker than regular green\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a color from an [url=https://en.wikipedia.org/wiki/" "HSL_and_HSV]HSV profile[/url]. The hue ([param h]), saturation ([param s]), " "and value ([param v]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a color from an [url=https://bottosson.github.io/posts/" "colorpicker/]OK HSL profile[/url]. The hue ([param h]), saturation ([param " "s]), and lightness ([param l]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Decodes a [Color] from a RGBE9995 format integer. See [constant Image." "FORMAT_RGBE9995]." msgstr "" #: doc/classes/Color.xml msgid "" "Creates a [Color] from the given string, which can be either an HTML color " "code or a named color (case-insensitive). Returns [param default] if the " "color cannot be inferred from the string." msgstr "" #: doc/classes/Color.xml msgid "" "Returns the light intensity of the color, as a value between 0.0 and 1.0 " "(inclusive). This is useful when determining light or dark color. Colors " "with a luminance smaller than 0.5 can be generally considered dark.\n" "[b]Note:[/b] [method get_luminance] relies on the color being in the linear " "color space to return an accurate relative luminance value. If the color is " "in the sRGB color space, use [method srgb_to_linear] to convert it to the " "linear color space first." msgstr "" #: doc/classes/Color.xml msgid "" "Returns the [Color] associated with the provided [param hex] integer in 32-" "bit RGBA format (8 bits per channel).\n" "In GDScript and C#, the [int] is best visualized with hexadecimal notation " "([code]\"0x\"[/code] prefix, making it [code]\"0xRRGGBBAA\"[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color.hex(0xff0000ff)\n" "var dark_cyan = Color.hex(0x008b8bff)\n" "var my_color = Color.hex(0xbbefd2a4)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(0xff0000ff);\n" "var dark_cyan = new Color(0x008b8bff);\n" "var my_color = new Color(0xbbefd2a4);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the [Color] associated with the provided [param hex] integer in 64-" "bit RGBA format (16 bits per channel).\n" "In GDScript and C#, the [int] is best visualized with hexadecimal notation " "([code]\"0x\"[/code] prefix, making it [code]\"0xRRRRGGGGBBBBAAAA\"[/code])." msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color from [param rgba], an HTML hexadecimal color string. " "[param rgba] is not case-sensitive, and may be prefixed by a hash sign " "([code]#[/code]).\n" "[param rgba] must be a valid three-digit or six-digit hexadecimal color " "string, and may contain an alpha channel value. If [param rgba] does not " "contain an alpha channel value, an alpha channel value of 1.0 is applied. If " "[param rgba] is invalid, returns an empty color.\n" "[codeblocks]\n" "[gdscript]\n" "var blue = Color.html(\"#0000ff\") # blue is Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.html(\"#0F0\") # green is Color(0.0, 1.0, 0.0, 1.0)\n" "var col = Color.html(\"663399cc\") # col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var blue = Color.FromHtml(\"#0000ff\"); // blue is Color(0.0, 0.0, 1.0, " "1.0)\n" "var green = Color.FromHtml(\"#0F0\"); // green is Color(0.0, 1.0, 0.0, " "1.0)\n" "var col = Color.FromHtml(\"663399cc\"); // col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color " "string. The string must be a hexadecimal value (case-insensitive) of either " "3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). " "This method is identical to [method String.is_valid_html_color].\n" "[codeblocks]\n" "[gdscript]\n" "Color.html_is_valid(\"#55aaFF\") # Returns true\n" "Color.html_is_valid(\"#55AAFF20\") # Returns true\n" "Color.html_is_valid(\"55AAFF\") # Returns true\n" "Color.html_is_valid(\"#F2C\") # Returns true\n" "\n" "Color.html_is_valid(\"#AABBC\") # Returns false\n" "Color.html_is_valid(\"#55aaFF5\") # Returns false\n" "[/gdscript]\n" "[csharp]\n" "Color.HtmlIsValid(\"#55AAFF\"); // Returns true\n" "Color.HtmlIsValid(\"#55AAFF20\"); // Returns true\n" "Color.HtmlIsValid(\"55AAFF\"); // Returns true\n" "Color.HtmlIsValid(\"#F2C\"); // Returns true\n" "\n" "Color.HtmlIsValid(\"#AABBC\"); // Returns false\n" "Color.HtmlIsValid(\"#55aaFF5\"); // Returns false\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color with its [member r], [member g], and [member b] components " "inverted ([code](1 - r, 1 - g, 1 - b, a)[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var black = Color.WHITE.inverted()\n" "var color = Color(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, " "0.1)`\n" "[/gdscript]\n" "[csharp]\n" "var black = Colors.White.Inverted();\n" "var color = new Color(0.3f, 0.4f, 0.9f);\n" "Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, " "0.6f, 0.1f)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns [code]true[/code] if this color and [param to] are approximately " "equal, by running [method @GlobalScope.is_equal_approx] on each component." msgstr "" #: doc/classes/Color.xml msgid "" "Returns the linear interpolation between this color's components and [param " "to]'s components. The interpolation factor [param weight] should be between " "0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(1.0, 0.0, 0.0)\n" "var aqua = Color(0.0, 1.0, 0.8)\n" "\n" "red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)\n" "red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)\n" "red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(1.0f, 0.0f, 0.0f);\n" "var aqua = new Color(0.0f, 1.0f, 0.8f);\n" "\n" "red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)\n" "red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)\n" "red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from making this color lighter by the " "specified [param amount], which should be a ratio from 0.0 to 1.0. See also " "[method darkened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var light_green = green.lightened(0.2) # 20% lighter than regular green\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color lightGreen = green.Lightened(0.2f); // 20% lighter than regular green\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to the [url=https://en.wikipedia.org/wiki/" "SRGB]sRGB[/url] color space. This method assumes the original color is in " "the linear color space. See also [method srgb_to_linear] which performs the " "opposite operation." msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to the linear color space. This method assumes " "the original color already is in the sRGB color space. See also [method " "linear_to_srgb] which performs the opposite operation." msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in ABGR format (each " "component is 8 bits). ABGR is the reversed version of the default RGBA " "format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # Prints 4281565439\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr32()); // Prints 4281565439\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in ABGR format (each " "component is 16 bits). ABGR is the reversed version of the default RGBA " "format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # Prints -225178692812801\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr64()); // Prints -225178692812801\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in ARGB format (each " "component is 8 bits). ARGB is more compatible with DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb32()) # Prints 4294934323\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb32()); // Prints 4294934323\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in ARGB format (each " "component is 16 bits). ARGB is more compatible with DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb64()) # Prints -2147470541\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb64()); // Prints -2147470541\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to an HTML hexadecimal color [String] in RGBA " "format, without the hash ([code]#[/code]) prefix.\n" "Setting [param with_alpha] to [code]false[/code], excludes alpha from the " "hexadecimal string, using RGB format instead of RGBA format.\n" "[codeblocks]\n" "[gdscript]\n" "var white = Color(1, 1, 1, 0.5)\n" "var with_alpha = white.to_html() # Returns \"ffffff7f\"\n" "var without_alpha = white.to_html(false) # Returns \"ffffff\"\n" "[/gdscript]\n" "[csharp]\n" "var white = new Color(1, 1, 1, 0.5f);\n" "string withAlpha = white.ToHtml(); // Returns \"ffffff7f\"\n" "string withoutAlpha = white.ToHtml(false); // Returns \"ffffff\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in RGBA format (each " "component is 8 bits). RGBA is Godot's default format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba32()) # Prints 4286526463\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba32()); // Prints 4286526463\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in RGBA format (each " "component is 16 bits). RGBA is Godot's default format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba64()) # Prints -140736629309441\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba64()); // Prints -140736629309441\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Color.xml msgid "" "The color's alpha component, typically on the range of 0 to 1. A value of 0 " "means that the color is fully transparent. A value of 1 means that the color " "is fully opaque." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The color's blue component, typically on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member b] that uses the range 0 to 255, instead of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The color's green component, typically on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member g] that uses the range 0 to 255, instead of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The HSV hue of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The color's red component, typically on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member r] that uses the range 0 to 255, instead of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The HSV saturation of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The HSV value (brightness) of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Alice blue color." msgstr "" #: doc/classes/Color.xml msgid "Antique white color." msgstr "" #: doc/classes/Color.xml msgid "Aqua color." msgstr "Colore acqua." #: doc/classes/Color.xml msgid "Aquamarine color." msgstr "Colore acquamarina." #: doc/classes/Color.xml msgid "Azure color." msgstr "Colore azzurro." #: doc/classes/Color.xml msgid "Beige color." msgstr "Colore beige." #: doc/classes/Color.xml msgid "Bisque color." msgstr "Colore biscotto." #: doc/classes/Color.xml msgid "Black color. In GDScript, this is the default value of any color." msgstr "" #: doc/classes/Color.xml msgid "Blanched almond color." msgstr "" #: doc/classes/Color.xml msgid "Blue color." msgstr "Colore blu." #: doc/classes/Color.xml msgid "Blue violet color." msgstr "" #: doc/classes/Color.xml msgid "Brown color." msgstr "Colore marrone." #: doc/classes/Color.xml msgid "Burlywood color." msgstr "" #: doc/classes/Color.xml msgid "Cadet blue color." msgstr "" #: doc/classes/Color.xml msgid "Chartreuse color." msgstr "Colore chartreuse." #: doc/classes/Color.xml msgid "Chocolate color." msgstr "Colore cioccolato." #: doc/classes/Color.xml msgid "Coral color." msgstr "Colore corallo." #: doc/classes/Color.xml msgid "Cornflower blue color." msgstr "" #: doc/classes/Color.xml msgid "Cornsilk color." msgstr "" #: doc/classes/Color.xml msgid "Crimson color." msgstr "Colore cremisi." #: doc/classes/Color.xml msgid "Cyan color." msgstr "Colore ciano." #: doc/classes/Color.xml msgid "Dark blue color." msgstr "" #: doc/classes/Color.xml msgid "Dark cyan color." msgstr "" #: doc/classes/Color.xml msgid "Dark goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Dark gray color." msgstr "" #: doc/classes/Color.xml msgid "Dark green color." msgstr "" #: doc/classes/Color.xml msgid "Dark khaki color." msgstr "" #: doc/classes/Color.xml msgid "Dark magenta color." msgstr "" #: doc/classes/Color.xml msgid "Dark olive green color." msgstr "" #: doc/classes/Color.xml msgid "Dark orange color." msgstr "" #: doc/classes/Color.xml msgid "Dark orchid color." msgstr "" #: doc/classes/Color.xml msgid "Dark red color." msgstr "" #: doc/classes/Color.xml msgid "Dark salmon color." msgstr "" #: doc/classes/Color.xml msgid "Dark sea green color." msgstr "" #: doc/classes/Color.xml msgid "Dark slate blue color." msgstr "" #: doc/classes/Color.xml msgid "Dark slate gray color." msgstr "" #: doc/classes/Color.xml msgid "Dark turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Dark violet color." msgstr "" #: doc/classes/Color.xml msgid "Deep pink color." msgstr "" #: doc/classes/Color.xml msgid "Deep sky blue color." msgstr "" #: doc/classes/Color.xml msgid "Dim gray color." msgstr "" #: doc/classes/Color.xml msgid "Dodger blue color." msgstr "" #: doc/classes/Color.xml msgid "Firebrick color." msgstr "" #: doc/classes/Color.xml msgid "Floral white color." msgstr "" #: doc/classes/Color.xml msgid "Forest green color." msgstr "" #: doc/classes/Color.xml msgid "Fuchsia color." msgstr "Colore fucsia." #: doc/classes/Color.xml msgid "Gainsboro color." msgstr "Colore Gainsboro." #: doc/classes/Color.xml msgid "Ghost white color." msgstr "" #: doc/classes/Color.xml msgid "Gold color." msgstr "Colore oro." #: doc/classes/Color.xml msgid "Goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Gray color." msgstr "Colore grigio." #: doc/classes/Color.xml msgid "Green color." msgstr "Colore verde." #: doc/classes/Color.xml msgid "Green yellow color." msgstr "" #: doc/classes/Color.xml msgid "Honeydew color." msgstr "" #: doc/classes/Color.xml msgid "Hot pink color." msgstr "" #: doc/classes/Color.xml msgid "Indian red color." msgstr "" #: doc/classes/Color.xml msgid "Indigo color." msgstr "Colore indaco." #: doc/classes/Color.xml msgid "Ivory color." msgstr "Colore avorio." #: doc/classes/Color.xml msgid "Khaki color." msgstr "" #: doc/classes/Color.xml msgid "Lavender color." msgstr "Colore lavanda." #: doc/classes/Color.xml msgid "Lavender blush color." msgstr "" #: doc/classes/Color.xml msgid "Lawn green color." msgstr "" #: doc/classes/Color.xml msgid "Lemon chiffon color." msgstr "" #: doc/classes/Color.xml msgid "Light blue color." msgstr "" #: doc/classes/Color.xml msgid "Light coral color." msgstr "" #: doc/classes/Color.xml msgid "Light cyan color." msgstr "" #: doc/classes/Color.xml msgid "Light goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Light gray color." msgstr "" #: doc/classes/Color.xml msgid "Light green color." msgstr "" #: doc/classes/Color.xml msgid "Light pink color." msgstr "" #: doc/classes/Color.xml msgid "Light salmon color." msgstr "" #: doc/classes/Color.xml msgid "Light sea green color." msgstr "" #: doc/classes/Color.xml msgid "Light sky blue color." msgstr "" #: doc/classes/Color.xml msgid "Light slate gray color." msgstr "" #: doc/classes/Color.xml msgid "Light steel blue color." msgstr "" #: doc/classes/Color.xml msgid "Light yellow color." msgstr "" #: doc/classes/Color.xml msgid "Lime color." msgstr "Colore lime." #: doc/classes/Color.xml msgid "Lime green color." msgstr "" #: doc/classes/Color.xml msgid "Linen color." msgstr "Colore lino." #: doc/classes/Color.xml msgid "Magenta color." msgstr "Colore magenta." #: doc/classes/Color.xml msgid "Maroon color." msgstr "" #: doc/classes/Color.xml msgid "Medium aquamarine color." msgstr "" #: doc/classes/Color.xml msgid "Medium blue color." msgstr "" #: doc/classes/Color.xml msgid "Medium orchid color." msgstr "" #: doc/classes/Color.xml msgid "Medium purple color." msgstr "" #: doc/classes/Color.xml msgid "Medium sea green color." msgstr "" #: doc/classes/Color.xml msgid "Medium slate blue color." msgstr "" #: doc/classes/Color.xml msgid "Medium spring green color." msgstr "" #: doc/classes/Color.xml msgid "Medium turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Medium violet red color." msgstr "" #: doc/classes/Color.xml msgid "Midnight blue color." msgstr "" #: doc/classes/Color.xml msgid "Mint cream color." msgstr "" #: doc/classes/Color.xml msgid "Misty rose color." msgstr "" #: doc/classes/Color.xml msgid "Moccasin color." msgstr "Colore mocassino." #: doc/classes/Color.xml msgid "Navajo white color." msgstr "" #: doc/classes/Color.xml msgid "Navy blue color." msgstr "" #: doc/classes/Color.xml msgid "Old lace color." msgstr "" #: doc/classes/Color.xml msgid "Olive color." msgstr "Colore oliva." #: doc/classes/Color.xml msgid "Olive drab color." msgstr "" #: doc/classes/Color.xml msgid "Orange color." msgstr "Colore arancione." #: doc/classes/Color.xml msgid "Orange red color." msgstr "" #: doc/classes/Color.xml msgid "Orchid color." msgstr "Colore orchidea." #: doc/classes/Color.xml msgid "Pale goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Pale green color." msgstr "" #: doc/classes/Color.xml msgid "Pale turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Pale violet red color." msgstr "" #: doc/classes/Color.xml msgid "Papaya whip color." msgstr "" #: doc/classes/Color.xml msgid "Peach puff color." msgstr "" #: doc/classes/Color.xml msgid "Peru color." msgstr "" #: doc/classes/Color.xml msgid "Pink color." msgstr "Colore rosa." #: doc/classes/Color.xml msgid "Plum color." msgstr "Colore prugna." #: doc/classes/Color.xml msgid "Powder blue color." msgstr "" #: doc/classes/Color.xml msgid "Purple color." msgstr "Colore viola." #: doc/classes/Color.xml msgid "Rebecca purple color." msgstr "" #: doc/classes/Color.xml msgid "Red color." msgstr "Colore rosso." #: doc/classes/Color.xml msgid "Rosy brown color." msgstr "" #: doc/classes/Color.xml msgid "Royal blue color." msgstr "" #: doc/classes/Color.xml msgid "Saddle brown color." msgstr "" #: doc/classes/Color.xml msgid "Salmon color." msgstr "Colore salmone." #: doc/classes/Color.xml msgid "Sandy brown color." msgstr "" #: doc/classes/Color.xml msgid "Sea green color." msgstr "" #: doc/classes/Color.xml msgid "Seashell color." msgstr "Colore conchiglia." #: doc/classes/Color.xml msgid "Sienna color." msgstr "" #: doc/classes/Color.xml msgid "Silver color." msgstr "Colore argento." #: doc/classes/Color.xml msgid "Sky blue color." msgstr "" #: doc/classes/Color.xml msgid "Slate blue color." msgstr "" #: doc/classes/Color.xml msgid "Slate gray color." msgstr "" #: doc/classes/Color.xml msgid "Snow color." msgstr "Colore neve." #: doc/classes/Color.xml msgid "Spring green color." msgstr "" #: doc/classes/Color.xml msgid "Steel blue color." msgstr "" #: doc/classes/Color.xml msgid "Tan color." msgstr "" #: doc/classes/Color.xml msgid "Teal color." msgstr "Color verde acqua." #: doc/classes/Color.xml msgid "Thistle color." msgstr "Colore cardo." #: doc/classes/Color.xml msgid "Tomato color." msgstr "Colore pomodoro." #: doc/classes/Color.xml msgid "Transparent color (white with zero alpha)." msgstr "" #: doc/classes/Color.xml msgid "Turquoise color." msgstr "Colore turchese." #: doc/classes/Color.xml msgid "Violet color." msgstr "Colore violetto." #: doc/classes/Color.xml msgid "Web gray color." msgstr "" #: doc/classes/Color.xml msgid "Web green color." msgstr "" #: doc/classes/Color.xml msgid "Web maroon color." msgstr "" #: doc/classes/Color.xml msgid "Web purple color." msgstr "" #: doc/classes/Color.xml msgid "Wheat color." msgstr "Colore grano." #: doc/classes/Color.xml msgid "White color." msgstr "Colore bianco." #: doc/classes/Color.xml msgid "White smoke color." msgstr "" #: doc/classes/Color.xml msgid "Yellow color." msgstr "Colore giallo." #: doc/classes/Color.xml msgid "Yellow green color." msgstr "" #: doc/classes/Color.xml msgid "" "Returns [code]true[/code] if the colors are not exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Color.xml msgid "" "Multiplies each component of the [Color] by the components of the given " "[Color]." msgstr "" #: doc/classes/Color.xml msgid "Multiplies each component of the [Color] by the given [float]." msgstr "" #: doc/classes/Color.xml msgid "Multiplies each component of the [Color] by the given [int]." msgstr "" #: doc/classes/Color.xml msgid "" "Adds each component of the [Color] with the components of the given [Color]." msgstr "" #: doc/classes/Color.xml msgid "" "Subtracts each component of the [Color] by the components of the given " "[Color]." msgstr "" #: doc/classes/Color.xml msgid "" "Divides each component of the [Color] by the components of the given [Color]." msgstr "" #: doc/classes/Color.xml msgid "Divides each component of the [Color] by the given [float]." msgstr "" #: doc/classes/Color.xml msgid "Divides each component of the [Color] by the given [int]." msgstr "" #: doc/classes/Color.xml msgid "" "Returns [code]true[/code] if the colors are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Color.xml msgid "" "Access color components using their index. [code][0][/code] is equivalent to " "[member r], [code][1][/code] is equivalent to [member g], [code][2][/code] " "is equivalent to [member b], and [code][3][/code] is equivalent to [member " "a]." msgstr "" #: doc/classes/Color.xml doc/classes/float.xml doc/classes/int.xml #: doc/classes/Plane.xml doc/classes/Quaternion.xml doc/classes/Vector2.xml #: doc/classes/Vector2i.xml doc/classes/Vector3.xml doc/classes/Vector3i.xml #: doc/classes/Vector4.xml doc/classes/Vector4i.xml msgid "" "Returns the same value as if the [code]+[/code] was not there. Unary " "[code]+[/code] does nothing, but sometimes it can make your code more " "readable." msgstr "" #: doc/classes/Color.xml msgid "" "Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] " "or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Unlike with " "[method inverted], the [member a] component is inverted, too." msgstr "" #: doc/classes/ColorPicker.xml msgid "A widget that provides an interface for selecting or modifying a color." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "A widget that provides an interface for selecting or modifying a color. It " "can optionally provide functionalities like a color sampler (eyedropper), " "color modes, and presets.\n" "[b]Note:[/b] This control is the color picker widget itself. You can use a " "[ColorPickerButton] instead if you need a button that brings up a " "[ColorPicker] in a popup." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Adds the given color to a list of color presets. The presets are displayed " "in the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Adds the given color to a list of color recent presets so that it can be " "picked later. Recent presets are the colors that were picked recently, a new " "preset is automatically created and added to recent presets when you pick a " "new color.\n" "[b]Note:[/b] The recent presets list is only for [i]this[/i] color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Removes the given color from the list of color recent presets of this color " "picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "Returns the list of colors in the presets of the color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "Returns the list of colors in the recent presets of the color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], it's possible to add presets under Swatches. If " "[code]false[/code], the button to add presets is disabled." msgstr "" #: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml msgid "The currently selected color." msgstr "" #: doc/classes/ColorPicker.xml msgid "The currently selected color mode. See [enum ColorModeType]." msgstr "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the color mode buttons are visible." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], the color will apply only after the user releases the " "mouse button, otherwise it will apply immediately even in mouse motion event " "(which can cause performance issues)." msgstr "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the hex color code input field is visible." msgstr "" #: doc/classes/ColorPicker.xml msgid "The shape of the color space view. See [enum PickerShapeType]." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], the Swatches and Recent Colors presets are visible." msgstr "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the color sampler and color preview are visible." msgstr "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the color sliders are visible." msgstr "" #: doc/classes/ColorPicker.xml msgid "Emitted when the color is changed." msgstr "" #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is added." msgstr "" #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is removed." msgstr "" #: doc/classes/ColorPicker.xml msgid "Allows editing the color with Red/Green/Blue sliders." msgstr "" #: doc/classes/ColorPicker.xml msgid "Allows editing the color with Hue/Saturation/Value sliders." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Allows the color R, G, B component values to go beyond 1.0, which can be " "used for certain special operations that require it (like tinting without " "darkening or rendering sprites in HDR)." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Allows editing the color with Hue/Saturation/Lightness sliders.\n" "OKHSL is a new color space similar to HSL but that better match perception " "by leveraging the Oklab color space which is designed to be simple to use, " "while doing a good job at predicting perceived lightness, chroma and hue.\n" "[url=https://bottosson.github.io/posts/colorpicker/]Okhsv and Okhsl color " "spaces[/url]" msgstr "" #: doc/classes/ColorPicker.xml msgid "HSV Color Model rectangle color space." msgstr "" #: doc/classes/ColorPicker.xml msgid "HSV Color Model rectangle color space with a wheel." msgstr "" #: doc/classes/ColorPicker.xml msgid "HSV Color Model circle color space. Use Saturation as a radius." msgstr "" #: doc/classes/ColorPicker.xml msgid "HSL OK Color Model circle color space." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "The color space shape and the shape select button are hidden. Can't be " "selected from the shapes popup." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Overrides the [theme_item Slider.center_grabber] theme property of the " "sliders." msgstr "" #: doc/classes/ColorPicker.xml msgid "The width of the hue selection slider." msgstr "" #: doc/classes/ColorPicker.xml msgid "The minimum width of the color labels next to sliders." msgstr "" #: doc/classes/ColorPicker.xml msgid "The margin around the [ColorPicker]." msgstr "" #: doc/classes/ColorPicker.xml msgid "The height of the saturation-value selection box." msgstr "" #: doc/classes/ColorPicker.xml msgid "The width of the saturation-value selection box." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for the \"Add Preset\" button." msgstr "" #: doc/classes/ColorPicker.xml msgid "The texture for the arrow grabber." msgstr "" #: doc/classes/ColorPicker.xml msgid "Custom texture for the hue selection slider on the right." msgstr "" #: doc/classes/ColorPicker.xml msgid "Custom texture for the H slider in the OKHSL color mode." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for color preset drop down menu when expanded." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for color preset drop down menu when folded." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "The indicator used to signalize that the color value is outside the 0-1 " "range." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "The image displayed over the color box/circle (depending on the [member " "picker_shape]), marking the currently selected color." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Background panel for the color preview box (visible when the color is " "translucent)." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for the screen color picker button." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for circular picker shapes." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for rectangular picker shapes." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for rectangular wheel picker shapes." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "A button that brings up a [ColorPicker] when pressed." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Encapsulates a [ColorPicker], making it accessible by pressing a button. " "Pressing the button will toggle the [ColorPicker]'s visibility.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "[b]Note:[/b] By default, the button may not be wide enough for the color " "preview swatch to be visible. Make sure to set [member Control." "custom_minimum_size] to a big enough value to give the button enough space." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Returns the [ColorPicker] that this node toggles.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " "hidden.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Emitted when the color changes." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Emitted when the [ColorPicker] is closed." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "The background of the color preview rect on the button." msgstr "" #: doc/classes/ColorRect.xml msgid "A control that displays a solid color rectangle." msgstr "" #: doc/classes/ColorRect.xml msgid "" "Displays a rectangle filled with a solid [member color]. If you need to " "display the border alone, consider using a [Panel] instead." msgstr "" #: doc/classes/ColorRect.xml msgid "The fill color of the rectangle." msgstr "" #: doc/classes/CompressedCubemap.xml msgid "An optionally compressed [Cubemap]." msgstr "" #: doc/classes/CompressedCubemap.xml msgid "" "A cubemap that is loaded from a [code].ccube[/code] file. This file format " "is internal to Godot; it is created by importing other image formats with " "the import system. [CompressedCubemap] can use one of 4 compression " "methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " "The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " "required storage on disk, but they will not reduce memory usage on the GPU " "as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [Cubemap] for a general description of cubemaps." msgstr "" #: doc/classes/CompressedCubemapArray.xml msgid "An optionally compressed [CubemapArray]." msgstr "" #: doc/classes/CompressedCubemapArray.xml msgid "" "A cubemap array that is loaded from a [code].ccubearray[/code] file. This " "file format is internal to Godot; it is created by importing other image " "formats with the import system. [CompressedCubemapArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " "The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " "required storage on disk, but they will not reduce memory usage on the GPU " "as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [CubemapArray] for a general description of cubemap arrays." msgstr "" #: doc/classes/CompressedTexture2D.xml msgid "Texture with 2 dimensions, optionally compressed." msgstr "" #: doc/classes/CompressedTexture2D.xml msgid "" "A texture that is loaded from a [code].ctex[/code] file. This file format is " "internal to Godot; it is created by importing other image formats with the " "import system. [CompressedTexture2D] can use one of 4 compression methods " "(including a lack of any compression):\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " "The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " "required storage on disk, but they will not reduce memory usage on the GPU " "as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D." msgstr "" #: doc/classes/CompressedTexture2D.xml doc/classes/CompressedTexture3D.xml msgid "Loads the texture from the specified [param path]." msgstr "" #: doc/classes/CompressedTexture2D.xml msgid "The [CompressedTexture2D]'s file path to a [code].ctex[/code] file." msgstr "" #: doc/classes/CompressedTexture2DArray.xml msgid "Array of 2-dimensional textures, optionally compressed." msgstr "" #: doc/classes/CompressedTexture2DArray.xml msgid "" "A texture array that is loaded from a [code].ctexarray[/code] file. This " "file format is internal to Godot; it is created by importing other image " "formats with the import system. [CompressedTexture2DArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " "The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " "required storage on disk, but they will not reduce memory usage on the GPU " "as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [Texture2DArray] for a general description of texture arrays." msgstr "" #: doc/classes/CompressedTexture3D.xml msgid "Texture with 3 dimensions, optionally compressed." msgstr "" #: doc/classes/CompressedTexture3D.xml msgid "" "[CompressedTexture3D] is the VRAM-compressed counterpart of " "[ImageTexture3D]. The file extension for [CompressedTexture3D] files is " "[code].ctex3d[/code]. This file format is internal to Godot; it is created " "by importing other image formats with the import system.\n" "[CompressedTexture3D] uses VRAM compression, which allows to reduce memory " "usage on the GPU when rendering the texture. This also improves loading " "times, as VRAM-compressed textures are faster to load compared to textures " "using lossless compression. VRAM compression can exhibit noticeable " "artifacts and is intended to be used for 3D rendering, not 2D.\n" "See [Texture3D] for a general description of 3D textures." msgstr "" #: doc/classes/CompressedTexture3D.xml msgid "The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file." msgstr "" #: doc/classes/CompressedTextureLayered.xml msgid "Base class for texture arrays that can optionally be compressed." msgstr "" #: doc/classes/CompressedTextureLayered.xml msgid "" "Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot " "be used directly, but contains all the functions necessary for accessing the " "derived resource types. See also [TextureLayered]." msgstr "" #: doc/classes/CompressedTextureLayered.xml msgid "Loads the texture at [param path]." msgstr "" #: doc/classes/CompressedTextureLayered.xml msgid "The path the texture should be loaded from." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "A 2D polyline shape used for physics collision." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "" "A 2D polyline shape, intended for use in physics. Used internally in " "[CollisionPolygon2D] when it's in [constant CollisionPolygon2D." "BUILD_SEGMENTS] mode.\n" "Being just a collection of interconnected line segments, " "[ConcavePolygonShape2D] is the most freely configurable single 2D shape. It " "can be used to form polygons of any nature, or even shapes that don't " "enclose an area. However, [ConcavePolygonShape2D] is [i]hollow[/i] even if " "the interconnected line segments do enclose an area, which often makes it " "unsuitable for physics or detection.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape2D] is intended to " "work with static [CollisionShape2D] nodes like [StaticBody2D] and will " "likely not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode " "other than Static.\n" "[b]Warning:[/b] Physics bodies that are small have a chance to clip through " "this shape when moving fast. This happens because on one frame, the physics " "body may be on the \"outside\" of the shape, and on the next frame it may be " "\"inside\" it. [ConcavePolygonShape2D] is hollow, so it won't detect a " "collision.\n" "[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the " "slowest 2D collision shape to check collisions against. Its use should " "generally be limited to level geometry. If the polyline is closed, " "[CollisionPolygon2D]'s [constant CollisionPolygon2D.BUILD_SOLIDS] mode can " "be used, which decomposes the polygon into convex ones; see " "[ConvexPolygonShape2D]'s documentation for instructions." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line " "segments. The array (of length divisible by two) is naturally divided into " "pairs (one pair for each segment); each pair consists of the starting point " "of a segment and the endpoint of a segment." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml msgid "A 3D trimesh shape used for physics collision." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml msgid "" "A 3D trimesh shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape3D].\n" "Being just a collection of interconnected triangles, [ConcavePolygonShape3D] " "is the most freely configurable single 3D shape. It can be used to form " "polyhedra of any nature, or even shapes that don't enclose a volume. " "However, [ConcavePolygonShape3D] is [i]hollow[/i] even if the interconnected " "triangles do enclose a volume, which often makes it unsuitable for physics " "or detection.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to " "work with static [CollisionShape3D] nodes like [StaticBody3D] and will " "likely not behave well for [CharacterBody3D]s or [RigidBody3D]s in a mode " "other than Static.\n" "[b]Warning:[/b] Physics bodies that are small have a chance to clip through " "this shape when moving fast. This happens because on one frame, the physics " "body may be on the \"outside\" of the shape, and on the next frame it may be " "\"inside\" it. [ConcavePolygonShape3D] is hollow, so it won't detect a " "collision.\n" "[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the " "slowest 3D collision shape to check collisions against. Its use should " "generally be limited to level geometry. For convex geometry, " "[ConvexPolygonShape3D] should be used. For dynamic physics bodies that need " "concave collision, several [ConvexPolygonShape3D]s can be used to represent " "its collision by using convex decomposition; see [ConvexPolygonShape3D]'s " "documentation for instructions." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml msgid "" "Returns the faces of the trimesh shape as an array of vertices. The array " "(of length divisible by three) is naturally divided into triples; each " "triple of vertices defines a triangle." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml msgid "" "Sets the faces of the trimesh shape from an array of vertices. The [param " "faces] array should be composed of triples such that each triple of vertices " "defines a triangle." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml msgid "" "If set to [code]true[/code], collisions occur on both sides of the concave " "shape faces. Otherwise they occur only along the face normals." msgstr "" #: doc/classes/ConeTwistJoint3D.xml msgid "" "A physics joint that connects two 3D physics bodies in a way that simulates " "a ball-and-socket joint." msgstr "" #: doc/classes/ConeTwistJoint3D.xml msgid "" "A physics joint that connects two 3D physics bodies in a way that simulates " "a ball-and-socket joint. The twist axis is initiated as the X axis of the " "[ConeTwistJoint3D]. Once the physics bodies swing, the twist axis is " "calculated as the middle of the X axes of the joint in the local space of " "the two physics bodies. Useful for limbs like shoulders and hips, lamps " "hanging off a ceiling, etc." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/HingeJoint3D.xml #: doc/classes/PinJoint3D.xml msgid "Returns the value of the specified parameter." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/HingeJoint3D.xml #: doc/classes/PinJoint3D.xml msgid "Sets the value of the specified parameter." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml msgid "" "The speed with which the swing or twist will take place.\n" "The higher, the faster." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "" #: doc/classes/ConeTwistJoint3D.xml msgid "" "The ease with which the joint starts to twist. If it's too low, it takes " "more force to start twisting the joint." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml msgid "" "Swing is rotation from side to side, around the axis perpendicular to the " "twist axis.\n" "The swing span defines, how much rotation will not get corrected along the " "swing axis.\n" "Could be defined as looseness in the [ConeTwistJoint3D].\n" "If below 0.05, this behavior is locked." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml msgid "" "Twist is the rotation around the twist axis, this value defined how far the " "joint can twist.\n" "Twist is locked if below 0.05." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/Generic6DOFJoint3D.xml #: doc/classes/HingeJoint3D.xml doc/classes/Light3D.xml #: doc/classes/SliderJoint3D.xml msgid "Represents the size of the [enum Param] enum." msgstr "" #: doc/classes/ConfigFile.xml msgid "Helper class to handle INI-style files." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "This helper class can be used to store [Variant] values on the filesystem " "using INI-style formatting. The stored values are identified by a section " "and a key:\n" "[codeblock]\n" "[section]\n" "some_key=42\n" "string_example=\"Hello World3D!\"\n" "a_vector=Vector3(1, 0, 2)\n" "[/codeblock]\n" "The stored data can be saved to or parsed from a file, though ConfigFile " "objects can also be used directly without accessing the filesystem.\n" "The following example shows how to create a simple [ConfigFile] and save it " "on disc:\n" "[codeblocks]\n" "[gdscript]\n" "# Create new ConfigFile object.\n" "var config = ConfigFile.new()\n" "\n" "# Store some values.\n" "config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" "config.set_value(\"Player1\", \"best_score\", 10)\n" "config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" "config.set_value(\"Player2\", \"best_score\", 9001)\n" "\n" "# Save it to a file (overwrite if already exists).\n" "config.save(\"user://scores.cfg\")\n" "[/gdscript]\n" "[csharp]\n" "// Create new ConfigFile object.\n" "var config = new ConfigFile();\n" "\n" "// Store some values.\n" "config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n" "config.SetValue(\"Player1\", \"best_score\", 10);\n" "config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n" "config.SetValue(\"Player2\", \"best_score\", 9001);\n" "\n" "// Save it to a file (overwrite if already exists).\n" "config.Save(\"user://scores.cfg\");\n" "[/csharp]\n" "[/codeblocks]\n" "This example shows how the above file could be loaded:\n" "[codeblocks]\n" "[gdscript]\n" "var score_data = {}\n" "var config = ConfigFile.new()\n" "\n" "# Load data from a file.\n" "var err = config.load(\"user://scores.cfg\")\n" "\n" "# If the file didn't load, ignore it.\n" "if err != OK:\n" " return\n" "\n" "# Iterate over all sections.\n" "for player in config.get_sections():\n" " # Fetch the data for each section.\n" " var player_name = config.get_value(player, \"player_name\")\n" " var player_score = config.get_value(player, \"best_score\")\n" " score_data[player_name] = player_score\n" "[/gdscript]\n" "[csharp]\n" "var score_data = new Godot.Collections.Dictionary();\n" "var config = new ConfigFile();\n" "\n" "// Load data from a file.\n" "Error err = config.Load(\"user://scores.cfg\");\n" "\n" "// If the file didn't load, ignore it.\n" "if (err != Error.Ok)\n" "{\n" " return;\n" "}\n" "\n" "// Iterate over all sections.\n" "foreach (String player in config.GetSections())\n" "{\n" " // Fetch the data for each section.\n" " var player_name = (String)config.GetValue(player, \"player_name\");\n" " var player_score = (int)config.GetValue(player, \"best_score\");\n" " score_data[player_name] = player_score;\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "Any operation that mutates the ConfigFile such as [method set_value], " "[method clear], or [method erase_section], only changes what is loaded in " "memory. If you want to write the change to a file, you have to save the " "changes with [method save], [method save_encrypted], or [method " "save_encrypted_pass].\n" "Keep in mind that section and property names can't contain spaces. Anything " "after a space will be ignored on save and on load.\n" "ConfigFiles can also contain manually written comment lines starting with a " "semicolon ([code];[/code]). Those lines will be ignored when parsing the " "file. Note that comments will be lost when saving the ConfigFile. This can " "still be useful for dedicated server configuration files, which are " "typically never overwritten without explicit user action.\n" "[b]Note:[/b] The file extension given to a ConfigFile does not have any " "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " "also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " "standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" #: doc/classes/ConfigFile.xml msgid "Removes the entire contents of the config." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Obtain the text version of this config file (the same text that would be " "written to a file)." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Deletes the specified section along with all the key-value pairs inside. " "Raises an error if the section does not exist." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Deletes the specified key in a section. Raises an error if either the " "section or the key do not exist." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Returns an array of all defined key identifiers in the specified section. " "Raises an error and returns an empty array if the section does not exist." msgstr "" #: doc/classes/ConfigFile.xml msgid "Returns an array of all defined section identifiers." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Returns the current value for the specified section and key. If either the " "section or the key do not exist, the method returns the fallback [param " "default] value. If [param default] is not specified or set to [code]null[/" "code], an error is also raised." msgstr "" #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section exists." msgstr "" #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Loads the config file specified as a parameter. The file's contents are " "parsed and loaded in the [ConfigFile] object which the method was called " "on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[param key] to decrypt it. The file's contents are parsed and loaded in the " "[ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[param password] to decrypt it. The file's contents are parsed and loaded in " "the [ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Parses the passed string as the contents of a config file. The string is " "parsed and loaded in the ConfigFile object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Saves the contents of the [ConfigFile] object to the file specified as a " "parameter. The output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [param key] to encrypt it. The " "output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [param password] to encrypt it. " "The output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Assigns a value to the specified key of the specified section. If either the " "section or the key do not exist, they are created. Passing a [code]null[/" "code] value deletes the specified key if it exists, and deletes the section " "if it ends up empty once the key has been removed." msgstr "" #: doc/classes/ConfirmationDialog.xml msgid "A dialog used for confirmation of actions." msgstr "" #: doc/classes/ConfirmationDialog.xml msgid "" "A dialog used for confirmation of actions. This window is similar to " "[AcceptDialog], but pressing its Cancel button can have a different outcome " "from pressing the OK button. The order of the two buttons varies depending " "on the host OS.\n" "To get cancel action, you can use:\n" "[codeblocks]\n" "[gdscript]\n" "get_cancel_button().pressed.connect(self.canceled)\n" "[/gdscript]\n" "[csharp]\n" "GetCancelButton().Pressed += Canceled;\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/ConfirmationDialog.xml msgid "" "Returns the cancel button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/ConfirmationDialog.xml msgid "" "The text displayed by the cancel button (see [method get_cancel_button])." msgstr "" #: doc/classes/Container.xml msgid "Base class for all GUI containers." msgstr "" #: doc/classes/Container.xml msgid "" "Base class for all GUI containers. A [Container] automatically arranges its " "child controls in a certain way. This class can be inherited to make custom " "container types." msgstr "" #: doc/classes/Container.xml msgid "" "Implement to return a list of allowed horizontal [enum Control.SizeFlags] " "for child nodes. This doesn't technically prevent the usages of any other " "size flags, if your implementation requires that. This only limits the " "options available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant Control." "SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" #: doc/classes/Container.xml msgid "" "Implement to return a list of allowed vertical [enum Control.SizeFlags] for " "child nodes. This doesn't technically prevent the usages of any other size " "flags, if your implementation requires that. This only limits the options " "available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant Control." "SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" #: doc/classes/Container.xml msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." msgstr "" #: doc/classes/Container.xml msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "" #: doc/classes/Container.xml msgid "Emitted when children are going to be sorted." msgstr "" #: doc/classes/Container.xml msgid "Emitted when sorting the children is needed." msgstr "" #: doc/classes/Container.xml msgid "" "Notification just before children are going to be sorted, in case there's " "something to process beforehand." msgstr "" #: doc/classes/Container.xml msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "" #: doc/classes/Control.xml msgid "" "Base class for all GUI controls. Adapts its position and size based on its " "parent control." msgstr "" #: doc/classes/Control.xml msgid "" "Base class for all UI-related nodes. [Control] features a bounding rectangle " "that defines its extents, an anchor position relative to its parent control " "or the current viewport, and offsets relative to the anchor. The offsets " "update automatically when the node, any of its parents, or the screen size " "change.\n" "For more information on Godot's UI system, anchors, offsets, and containers, " "see the related tutorials in the manual. To build flexible UIs, you'll need " "a mix of UI elements that inherit from [Control] and [Container] nodes.\n" "[b]User Interface nodes and input[/b]\n" "Godot propagates input events via viewports. Each [Viewport] is responsible " "for propagating [InputEvent]s to their child nodes. As the [member SceneTree." "root] is a [Window], this already happens automatically for all UI elements " "in your game.\n" "Input events are propagated through the [SceneTree] from the root node to " "all child nodes by calling [method Node._input]. For UI elements " "specifically, it makes more sense to override the virtual method [method " "_gui_input], which filters out unrelated input events, such as by checking z-" "order, [member mouse_filter], focus, or if the event was inside of the " "control's bounding box.\n" "Call [method accept_event] so no other node receives the event. Once you " "accept an input, it becomes handled so [method Node._unhandled_input] will " "not process it.\n" "Only one [Control] node can be in focus. Only the node in focus will receive " "events. To get the focus, call [method grab_focus]. [Control] nodes lose " "focus when another node grabs it, or if you hide the node in focus.\n" "Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a " "[Control] node to ignore mouse or touch events. You'll need it if you place " "an icon on top of a button.\n" "[Theme] resources change the Control's appearance. If you change the [Theme] " "on a [Control] node, it affects all of its children. To override some of the " "theme's parameters, call one of the [code]add_theme_*_override[/code] " "methods, like [method add_theme_font_override]. You can override the theme " "with the Inspector.\n" "[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you " "can't access their values using [method Object.get] and [method Object.set]. " "Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/" "code] methods provided by this class." msgstr "" #: doc/classes/Control.xml msgid "GUI documentation index" msgstr "" #: doc/classes/Control.xml msgid "Control node gallery" msgstr "" #: doc/classes/Control.xml doc/classes/SceneTree.xml msgid "Multiple resolutions" msgstr "" #: doc/classes/Control.xml msgid "All GUI Demos" msgstr "" #: doc/classes/Control.xml msgid "" "Godot calls this method to test if [param data] from a control's [method " "_get_drag_data] can be dropped at [param at_position]. [param at_position] " "is local to this control.\n" "This method should only be used to test the data. Process the data in " "[method _drop_data].\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" " # Check position if it is relevant to you\n" " # Otherwise, just check data\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" "[/gdscript]\n" "[csharp]\n" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " // Check position if it is relevant to you\n" " // Otherwise, just check data\n" " return data.VariantType == Variant.Type.Dictionary && data." "AsGodotDictionary().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Control.xml msgid "" "Godot calls this method to pass you the [param data] from a control's " "[method _get_drag_data] result. Godot first calls [method _can_drop_data] to " "test if [param data] is allowed to drop at [param at_position] where [param " "at_position] is local to this control.\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" "\n" "func _drop_data(position, data):\n" " var color = data[\"color\"]\n" "[/gdscript]\n" "[csharp]\n" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." "AsGodotDictionary().ContainsKey(\"color\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" " Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Control.xml msgid "" "Godot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no " "data to drag. Controls that want to receive drop data should implement " "[method _can_drop_data] and [method _drop_data]. [param at_position] is " "local to this control. Drag may be forced with [method force_drag].\n" "A preview that will follow the mouse that should represent the data can be " "set with [method set_drag_preview]. A good time to set the preview is in " "this method.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_drag_data(position):\n" " var mydata = make_data() # This is your custom method generating the " "drag data.\n" " set_drag_preview(make_preview(mydata)) # This is your custom method " "generating the preview of the drag data.\n" " return mydata\n" "[/gdscript]\n" "[csharp]\n" "public override Variant _GetDragData(Vector2 atPosition)\n" "{\n" " var myData = MakeData(); // This is your custom method generating the " "drag data.\n" " SetDragPreview(MakePreview(myData)); // This is your custom method " "generating the preview of the drag data.\n" " return myData;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns the minimum size for " "this control. Alternative to [member custom_minimum_size] for controlling " "minimum size via code. The actual minimum size will be the max value of " "these two (in each axis separately).\n" "If not overridden, defaults to [constant Vector2.ZERO].\n" "[b]Note:[/b] This method will not be called when the script is attached to a " "[Control] node that already overrides its minimum size (e.g. [Label], " "[Button], [PanelContainer] etc.). It can only be used with most basic GUI " "nodes, like [Control], [Container], [Panel] etc." msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns the tooltip text for " "the position [param at_position] in control's local coordinates, which will " "typically appear when the cursor is resting over this control. See [method " "get_tooltip].\n" "[b]Note:[/b] If this method returns an empty [String], no tooltip is " "displayed." msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Use this method to process and " "accept inputs on UI elements. See [method accept_event].\n" "[b]Example usage for clicking a control:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func _gui_input(event):\n" " if event is InputEventMouseButton:\n" " if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n" " print(\"I've been clicked D:\")\n" "[/gdscript]\n" "[csharp]\n" "public override void _GuiInput(InputEvent @event)\n" "{\n" " if (@event is InputEventMouseButton mb)\n" " {\n" " if (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n" " {\n" " GD.Print(\"I've been clicked D:\");\n" " }\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "The event won't trigger if:\n" "* clicking outside the control (see [method _has_point]);\n" "* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "* control is obstructed by another [Control] on top of it, which doesn't " "have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "* control's parent has [member mouse_filter] set to [constant " "MOUSE_FILTER_STOP] or has accepted the event;\n" "* it happens outside the parent's rectangle and the parent has either " "[member clip_contents] enabled.\n" "[b]Note:[/b] Event position is relative to the control origin." msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns whether the given " "[param point] is inside this control.\n" "If not overridden, default behavior is checking if the point is within " "control's Rect.\n" "[b]Note:[/b] If you want to check if a point is inside the control, you can " "use [code]Rect2(Vector2.ZERO, size).has_point(point)[/code]." msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns a [Control] node that " "should be used as a tooltip instead of the default one. The [param for_text] " "includes the contents of the [member tooltip_text] property.\n" "The returned node must be of type [Control] or Control-derived. It can have " "child nodes of any type. It is freed when the tooltip disappears, so make " "sure you always provide a new instance (if you want to use a pre-existing " "node from your scene tree, you can duplicate it and pass the duplicated " "instance). When [code]null[/code] or a non-Control node is returned, the " "default tooltip will be used instead.\n" "The returned node will be added as child to a [PopupPanel], so you should " "only provide the contents of that panel. That [PopupPanel] can be themed " "using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] " "(see [member tooltip_text] for an example).\n" "[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure " "it's fully visible, you might want to set its [member custom_minimum_size] " "to some non-zero value.\n" "[b]Note:[/b] The node (and any relevant children) should be [member " "CanvasItem.visible] when returned, otherwise, the viewport that instantiates " "it will not be able to calculate its minimum size reliably.\n" "[b]Example of usage with a custom-constructed node:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func _make_custom_tooltip(for_text):\n" " var label = Label.new()\n" " label.text = for_text\n" " return label\n" "[/gdscript]\n" "[csharp]\n" "public override Control _MakeCustomTooltip(string forText)\n" "{\n" " var label = new Label();\n" " label.Text = forText;\n" " return label;\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Example of usage with a custom scene instance:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func _make_custom_tooltip(for_text):\n" " var tooltip = preload(\"res://some_tooltip_scene.tscn\").instantiate()\n" " tooltip.get_node(\"Label\").text = for_text\n" " return tooltip\n" "[/gdscript]\n" "[csharp]\n" "public override Control _MakeCustomTooltip(string forText)\n" "{\n" " Node tooltip = ResourceLoader.Load(\"res://" "some_tooltip_scene.tscn\").Instantiate();\n" " tooltip.GetNode