# Korean translation of the Godot Engine editor interface. # 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. # Ch , 2017. # paijai 송 (fivejobi) , 2018. # pgyage3263 , 2018. # Sun Kim , 2018. # TheRedPlanet , 2018. # Xavier Cho , 2018. # 박한얼 (volzhs) , 2016-2018. # 송태섭 , 2018, 2019, 2020. # JY , 2018. # Ch. , 2018, 2020. # moolow , 2019. # Jiyoon Kim , 2019. # Ervin , 2019. # Tilto_ , 2020. # Myeongjin Lee , 2020, 2021, 2022, 2023. # Doyun Kwon , 2020. # Jun Hyung Shin , 2020. # Yongjin Jo , 2020. # Yungjoong Song , 2020. # Henry LeRoux , 2021. # Postive_ Cloud , 2021. # dewcked , 2021. # SteamB23 , 2021. # Jaemin Park , 2021. # 신동규 , 2021. # Kiroo , 2021. # JumpJetAvocado , 2021. # Lee Minhak , 2022, 2023. # 한수현 , 2022. # Taehun Yun , 2022, 2023. # vrSono , 2022. # Seonghyeon Cho , 2022. # Haoyu Qiu , 2022. # 김태우 , 2022. # 박민규 <80dots@gmail.com>, 2022. # 이지민 , 2022. # nulltable , 2022. # Godoto , 2022, 2023. # gaenyang , 2022. # 오지훈 , 2023. # 이정희 , 2023. # nulta , 2023. # jaehun choe , 2023. # 설동훈 , 2023. # Rocream , 2023. # Seania Twix , 2023. # coolkid , 2023. # asdfer-1234 , 2023. # Overdue - , 2023. # 최시현 , 2023. # Zinccccc , 2023. # 조현민 , 2023. # TQQQBuffett , 2023. # Kyjel Blue , 2023. # 최홍송 , 2023. # maldron , 2024. # nulta , 2024. # Sovlus Haesaun , 2024. # Minhyeok Lee , 2024. # Jun Hwi Ku , 2024. # 신윤섭 , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-07-05 17:09+0000\n" "Last-Translator: 신윤섭 \n" "Language-Team: Korean \n" "Language: ko\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.7-dev\n" #: core/debugger/remote_debugger.cpp msgid "Main Thread" msgstr "메인 스레드" #: core/input/input_event.cpp editor/event_listener_line_edit.cpp msgid "Unset" msgstr "설정 해제" #: core/input/input_event.cpp editor/event_listener_line_edit.cpp msgid "Physical" msgstr "물리" #: core/input/input_event.cpp msgid "Left Mouse Button" msgstr "마우스 왼쪽 버튼" #: core/input/input_event.cpp msgid "Right Mouse Button" msgstr "마우스 오른쪽 버튼" #: core/input/input_event.cpp msgid "Middle Mouse Button" msgstr "마우스 가운데 버튼" #: core/input/input_event.cpp msgid "Mouse Wheel Up" msgstr "마우스 휠 위로" #: core/input/input_event.cpp msgid "Mouse Wheel Down" msgstr "마우스 휠 아래로" #: core/input/input_event.cpp msgid "Mouse Wheel Left" msgstr "마우스 휠 왼쪽" #: core/input/input_event.cpp msgid "Mouse Wheel Right" msgstr "마우스 휠 오른쪽" #: core/input/input_event.cpp msgid "Mouse Thumb Button 1" msgstr "마우스 엄지 버튼 1" #: core/input/input_event.cpp msgid "Mouse Thumb Button 2" msgstr "마우스 엄지 버튼 2" #: core/input/input_event.cpp msgid "Button" msgstr "버튼" #: core/input/input_event.cpp msgid "Double Click" msgstr "더블 클릭" #: core/input/input_event.cpp msgid "Mouse motion at position (%s) with velocity (%s)" msgstr "마우스 위치에서의 마우스 움직임(%s) 및 속도(%s)" #: core/input/input_event.cpp msgid "Left Stick X-Axis, Joystick 0 X-Axis" msgstr "왼쪽 스틱 X축, 조이스틱 0 X축" #: core/input/input_event.cpp msgid "Left Stick Y-Axis, Joystick 0 Y-Axis" msgstr "왼쪽 스틱 Y축, 조이스틱 0 Y축" #: core/input/input_event.cpp msgid "Right Stick X-Axis, Joystick 1 X-Axis" msgstr "오른쪽 스틱 X축, 조이스틱 1 X축" #: core/input/input_event.cpp msgid "Right Stick Y-Axis, Joystick 1 Y-Axis" msgstr "오른쪽 스틱 Y축, 조이스틱 1 Y축" #: core/input/input_event.cpp msgid "Joystick 2 X-Axis, Left Trigger, Sony L2, Xbox LT" msgstr "조이스틱 2 X축, 왼쪽 트리거, 소니 L2, Xbox LT" #: core/input/input_event.cpp msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT" msgstr "조이스틱 2 Y축, 오른쪽 트리거, 소니 R2, Xbox RT" #: core/input/input_event.cpp msgid "Joystick 3 X-Axis" msgstr "조이스틱 3 X축" #: core/input/input_event.cpp msgid "Joystick 3 Y-Axis" msgstr "조이스틱 3 Y축" #: core/input/input_event.cpp msgid "Joystick 4 X-Axis" msgstr "조이스틱 4 X축" #: core/input/input_event.cpp msgid "Joystick 4 Y-Axis" msgstr "조이스틱 4 Y축" #: core/input/input_event.cpp editor/event_listener_line_edit.cpp msgid "Unknown Joypad Axis" msgstr "알 수 없는 조이패드 축" #: core/input/input_event.cpp msgid "Joypad Motion on Axis %d (%s) with Value %.2f" msgstr "축 %d(%s)의 조이패드 동작 값 %.2f" #: core/input/input_event.cpp msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" msgstr "바텀 액션, 소니 크로스, Xbox A, 닌텐도 B" #: core/input/input_event.cpp msgid "Right Action, Sony Circle, Xbox B, Nintendo A" msgstr "라이트 액션, 소니 서클, Xbox B, 닌텐도 A" #: core/input/input_event.cpp msgid "Left Action, Sony Square, Xbox X, Nintendo Y" msgstr "레프트 액션, 소니 스퀘어, Xbox X, 닌텐도 Y" #: core/input/input_event.cpp msgid "Top Action, Sony Triangle, Xbox Y, Nintendo X" msgstr "탑 액션, 소니 트라이앵글, Xbox Y, 닌텐도 X" #: core/input/input_event.cpp msgid "Back, Sony Select, Xbox Back, Nintendo -" msgstr "뒤로, 소니 셀렉트, 엑스박스 뒤로, 닌텐도 -" #: core/input/input_event.cpp msgid "Guide, Sony PS, Xbox Home" msgstr "가이드, 소니 PS, Xbox 홈" #: core/input/input_event.cpp msgid "Start, Xbox Menu, Nintendo +" msgstr "시작, Xbox 메뉴, 닌텐도 +" #: core/input/input_event.cpp msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "왼쪽 스틱, 소니 L3, Xbox L/LS" #: core/input/input_event.cpp msgid "Right Stick, Sony R3, Xbox R/RS" msgstr "오른쪽 스틱, 소니 R3, Xbox R/RS" #: core/input/input_event.cpp msgid "Left Shoulder, Sony L1, Xbox LB" msgstr "왼쪽 어깨, 소니 L1, Xbox LB" #: core/input/input_event.cpp msgid "Right Shoulder, Sony R1, Xbox RB" msgstr "오른쪽 어깨, 소니 R1, Xbox RB" #: core/input/input_event.cpp msgid "D-pad Up" msgstr "D-패드 위로" #: core/input/input_event.cpp msgid "D-pad Down" msgstr "D-패드 아래로" #: core/input/input_event.cpp msgid "D-pad Left" msgstr "D-패드 왼쪽" #: core/input/input_event.cpp msgid "D-pad Right" msgstr "D-패드 오른쪽" #: core/input/input_event.cpp msgid "Xbox Share, PS5 Microphone, Nintendo Capture" msgstr "Xbox 공유, PS5 마이크, 닌텐도 캡처" #: core/input/input_event.cpp msgid "Xbox Paddle 1" msgstr "Xbox 패들 1" #: core/input/input_event.cpp msgid "Xbox Paddle 2" msgstr "Xbox 패들 2" #: core/input/input_event.cpp msgid "Xbox Paddle 3" msgstr "Xbox 패들 3" #: core/input/input_event.cpp msgid "Xbox Paddle 4" msgstr "Xbox 패들 4" #: core/input/input_event.cpp msgid "PS4/5 Touchpad" msgstr "PS4/5 터치패드" #: core/input/input_event.cpp msgid "Joypad Button %d" msgstr "조이패드 버튼 %d" #: core/input/input_event.cpp msgid "Pressure:" msgstr "압력:" #: core/input/input_event.cpp #, fuzzy msgid "canceled" msgstr "취소" #: core/input/input_event.cpp msgid "touched" msgstr "" #: core/input/input_event.cpp msgid "released" msgstr "놓음" #: core/input/input_event.cpp msgid "Screen %s at (%s) with %s touch points" msgstr "터치 포인트가 %s개인 (%s)의 %s 화면" #: core/input/input_event.cpp msgid "" "Screen dragged with %s touch points at position (%s) with velocity of (%s)" msgstr "" "(%s)의 속도로 (%s)의 위치에서 %s개의 터치 포인트로 화면을 드래그했습니다" #: core/input/input_event.cpp msgid "Magnify Gesture at (%s) with factor %s" msgstr "(%s)에서 %s 요소로 제스처 확대" #: core/input/input_event.cpp msgid "Pan Gesture at (%s) with delta (%s)" msgstr "델타(%s)가 있는 (%s)의 팬 제스처" #: core/input/input_event.cpp msgid "MIDI Input on Channel=%s Message=%s" msgstr "채널의 미디 입력=%s 메시지=%s" #: core/input/input_event.cpp msgid "Input Event with Shortcut=%s" msgstr "바로 가기가 있는 이벤트 입력=%s" #: core/input/input_map.cpp msgid "Accept" msgstr "수락" #: core/input/input_map.cpp editor/editor_locale_dialog.cpp #: editor/editor_node.cpp editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Select" msgstr "선택" #: core/input/input_map.cpp editor/editor_node.h #: editor/export/export_template_manager.cpp editor/fbx_importer_manager.cpp #: editor/find_in_files.cpp editor/plugins/tiles/tiles_editor_plugin.cpp #: editor/progress_dialog.cpp msgid "Cancel" msgstr "취소" #: core/input/input_map.cpp msgid "Focus Next" msgstr "다음을 포커스" #: core/input/input_map.cpp msgid "Focus Prev" msgstr "이전을 포커스" #: core/input/input_map.cpp editor/input_event_configuration_dialog.cpp msgid "Left" msgstr "왼쪽" #: core/input/input_map.cpp editor/input_event_configuration_dialog.cpp msgid "Right" msgstr "오른쪽" #: core/input/input_map.cpp msgid "Up" msgstr "위" #: core/input/input_map.cpp msgid "Down" msgstr "아래" #: core/input/input_map.cpp msgid "Page Up" msgstr "페이지 업" #: core/input/input_map.cpp msgid "Page Down" msgstr "페이지 다운" #: core/input/input_map.cpp msgid "Home" msgstr "홈" #: core/input/input_map.cpp msgid "End" msgstr "끝" #: core/input/input_map.cpp editor/plugins/tiles/tiles_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Cut" msgstr "잘라내기" #: core/input/input_map.cpp editor/animation_track_editor.cpp #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tiles_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Copy" msgstr "복사" #: core/input/input_map.cpp editor/editor_resource_picker.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tiles_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Paste" msgstr "붙여넣기" #: core/input/input_map.cpp msgid "Undo" msgstr "실행 취소" #: core/input/input_map.cpp msgid "Redo" msgstr "다시 실행" #: core/input/input_map.cpp msgid "Completion Query" msgstr "완성도" #: core/input/input_map.cpp msgid "New Line" msgstr "뉴라인" #: core/input/input_map.cpp msgid "New Blank Line" msgstr "뉴라인(Blank)" #: core/input/input_map.cpp msgid "New Line Above" msgstr "뉴라인(위로)" #: core/input/input_map.cpp editor/plugins/script_text_editor.cpp msgid "Indent" msgstr "들여쓰기" #: core/input/input_map.cpp msgid "Dedent" msgstr "내어 쓰기" #: core/input/input_map.cpp msgid "Backspace" msgstr "백스페이스" #: core/input/input_map.cpp msgid "Backspace Word" msgstr "백스페이스 단어" #: core/input/input_map.cpp msgid "Backspace all to Left" msgstr "모두 왼쪽으로 백스페이스" #: core/input/input_map.cpp editor/dependency_editor.cpp editor/editor_node.cpp #: editor/export/project_export.cpp editor/filesystem_dock.cpp #: editor/groups_editor.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp #: editor/plugins/tiles/tiles_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/project_settings_editor.cpp editor/scene_tree_dock.cpp msgid "Delete" msgstr "삭제" #: core/input/input_map.cpp msgid "Delete Word" msgstr "단어 삭제" #: core/input/input_map.cpp msgid "Delete all to Right" msgstr "오른쪽으로 모두 지우기" #: core/input/input_map.cpp msgid "Caret Left" msgstr "왼쪽 ^" #: core/input/input_map.cpp msgid "Caret Word Left" msgstr "왼쪽 단어 ^" #: core/input/input_map.cpp msgid "Caret Right" msgstr "^ 오른쪽" #: core/input/input_map.cpp msgid "Caret Word Right" msgstr "오른쪽 단어 ^" #: core/input/input_map.cpp msgid "Caret Up" msgstr "^" #: core/input/input_map.cpp msgid "Caret Down" msgstr "아래 캐럿" #: core/input/input_map.cpp msgid "Caret Line Start" msgstr "줄 시작 캐럿" #: core/input/input_map.cpp msgid "Caret Line End" msgstr "줄 마침 캐럿" #: core/input/input_map.cpp msgid "Caret Page Up" msgstr "페이지 올리기 캐럿" #: core/input/input_map.cpp msgid "Caret Page Down" msgstr "페이지 다운 캐럿" #: core/input/input_map.cpp msgid "Caret Document Start" msgstr "문서 시작 캐럿" #: core/input/input_map.cpp msgid "Caret Document End" msgstr "문서 종료" #: core/input/input_map.cpp msgid "Caret Add Below" msgstr "아래에 캐럿 추가" #: core/input/input_map.cpp msgid "Caret Add Above" msgstr "위에 캐럿 추가" #: core/input/input_map.cpp msgid "Scroll Up" msgstr "스크롤 업" #: core/input/input_map.cpp msgid "Scroll Down" msgstr "스크롤 다운" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "모두 선택" #: core/input/input_map.cpp msgid "Select Word Under Caret" msgstr "캐럿 아래에서 단어 선택" #: core/input/input_map.cpp msgid "Add Selection for Next Occurrence" msgstr "다음 발생을 위한 선택 항목 추가" #: core/input/input_map.cpp msgid "Skip Selection for Next Occurrence" msgstr "다음 발생을 위한 선택 항목 건너뛰기" #: core/input/input_map.cpp msgid "Clear Carets and Selection" msgstr "캐럿과 선택 영역 지우기" #: core/input/input_map.cpp msgid "Toggle Insert Mode" msgstr "입력 모드 전환" #: core/input/input_map.cpp msgid "Submit Text" msgstr "텍스트 제출" #: core/input/input_map.cpp msgid "Duplicate Nodes" msgstr "노드 복제" #: core/input/input_map.cpp msgid "Delete Nodes" msgstr "노드 삭제" #: core/input/input_map.cpp msgid "Go Up One Level" msgstr "한 단계 위로 이동" #: core/input/input_map.cpp editor/find_in_files.cpp #: editor/gui/editor_file_dialog.cpp msgid "Refresh" msgstr "새로고침" #: core/input/input_map.cpp msgid "Show Hidden" msgstr "숨긴 항목" #: core/input/input_map.cpp msgid "Swap Input Direction" msgstr "입력 방향 변환" #: core/math/expression.cpp msgid "Invalid input %d (not passed) in expression" msgstr "표현식의 입력 %d (전달되지 않음) 이(가) 올바르지 않습니다" #: core/math/expression.cpp msgid "self can't be used because instance is null (not passed)" msgstr "인스턴스가 null(전달되지 않음)이므로 self 명령어는 사용할 수 없습니다" #: core/math/expression.cpp msgid "Invalid operands to operator %s, %s and %s." msgstr "연산자 %s, %s, %s의 피연산자가 올바르지 않습니다." #: core/math/expression.cpp msgid "Invalid index of type %s for base type %s" msgstr "타입 %s의 인덱스가 기본 타입 %s에 올바르지 않습니다" #: core/math/expression.cpp msgid "Invalid named index '%s' for base type %s" msgstr "타입 '%s'의 인덱스 이름이 기본 타입 %s에 올바르지 않습니다" #: core/math/expression.cpp msgid "Invalid arguments to construct '%s'" msgstr "'%s'을(를) 생성하기 위한 인수가 올바르지 않습니다" #: core/math/expression.cpp msgid "On call to '%s':" msgstr "'%s'을(를) 호출 시:" #: core/object/script_language.cpp msgid "Built-in script" msgstr "내장 스크립트" #: core/object/script_language.cpp editor/script_create_dialog.cpp msgid "Built-in" msgstr "내장" #: core/string/ustring.cpp msgid "B" msgstr "B" #: core/string/ustring.cpp msgid "KiB" msgstr "KiB" #: core/string/ustring.cpp msgid "MiB" msgstr "MiB" #: core/string/ustring.cpp msgid "GiB" msgstr "GiB" #: core/string/ustring.cpp msgid "TiB" msgstr "TiB" #: core/string/ustring.cpp msgid "PiB" msgstr "PiB" #: core/string/ustring.cpp msgid "EiB" msgstr "EiB" #: editor/action_map_editor.cpp msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" "잘못된 액션 이름. 공백이거나, '/' , ':', '=', '\\', '\"' 를 포함하면 안 됩니" "다" #: editor/action_map_editor.cpp msgid "An action with the name '%s' already exists." msgstr "이름 '%s'을(를) 가진 액션이 이미 있습니다." #: editor/action_map_editor.cpp msgid "Cannot Revert - Action is same as initial" msgstr "되돌릴 수 없습니다 - 액션이 초기 상태와 동일합니다" #: editor/action_map_editor.cpp msgid "Revert Action" msgstr "작업 복원" #: editor/action_map_editor.cpp msgid "Add Event" msgstr "이벤트 추가" #: editor/action_map_editor.cpp #, fuzzy msgid "Remove Action" msgstr "액션 제거" #: editor/action_map_editor.cpp msgid "Cannot Remove Action" msgstr "액션을 제거할 수 없음" #: editor/action_map_editor.cpp msgid "Edit Event" msgstr "이벤트 수정" #: editor/action_map_editor.cpp msgid "Remove Event" msgstr "이벤트 제거" #: editor/action_map_editor.cpp editor/editor_settings_dialog.cpp msgid "Filter by Name" msgstr "이름으로 필터링" #: editor/action_map_editor.cpp editor/editor_settings_dialog.cpp #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Clear All" msgstr "모두 지우기" #: editor/action_map_editor.cpp editor/editor_settings_dialog.cpp #, fuzzy msgid "Clear all search filters." msgstr "최근 파일 지우기" #: editor/action_map_editor.cpp msgid "Add New Action" msgstr "새로운 액션 추가" #: editor/action_map_editor.cpp editor/connections_dialog.cpp #: editor/editor_autoload_settings.cpp editor/editor_inspector.cpp #: editor/group_settings_editor.cpp editor/plugins/theme_editor_plugin.cpp #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp #: editor/project_settings_editor.cpp editor/shader_globals_editor.cpp msgid "Add" msgstr "추가" #: editor/action_map_editor.cpp msgid "Show Built-in Actions" msgstr "기본 제공 작업 표시" #: editor/action_map_editor.cpp msgid "Action" msgstr "액션" #: editor/action_map_editor.cpp msgid "Deadzone" msgstr "데드존" #: editor/animation_bezier_editor.cpp editor/debugger/editor_profiler.cpp msgid "Time:" msgstr "시간:" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Value:" msgstr "값:" #: editor/animation_bezier_editor.cpp msgid "Update Selected Key Handles" msgstr "선택한 키 핸들 수정" #: editor/animation_bezier_editor.cpp msgid "Insert Key Here" msgstr "여기에 키 삽입" #: editor/animation_bezier_editor.cpp msgid "Duplicate Selected Key(s)" msgstr "선택한 키 복제" #: editor/animation_bezier_editor.cpp msgid "Cut Selected Key(s)" msgstr "선택한 키 잘라내기" #: editor/animation_bezier_editor.cpp msgid "Copy Selected Key(s)" msgstr "선택한 키 복사" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Paste Key(s)" msgstr "키 붙여넣기" #: editor/animation_bezier_editor.cpp msgid "Delete Selected Key(s)" msgstr "선택한 키 삭제" #: editor/animation_bezier_editor.cpp msgid "Make Handles Free" msgstr "핸들 자유 설정" #: editor/animation_bezier_editor.cpp msgid "Make Handles Linear" msgstr "핸들 선형 만들기" #: editor/animation_bezier_editor.cpp msgid "Make Handles Balanced" msgstr "균형 잡힌 핸들 만들기" #: editor/animation_bezier_editor.cpp msgid "Make Handles Mirrored" msgstr "핸들 미러링하기" #: editor/animation_bezier_editor.cpp msgid "Make Handles Balanced (Auto Tangent)" msgstr "핸들 균형 만들기(자동 탄젠트)" #: editor/animation_bezier_editor.cpp msgid "Make Handles Mirrored (Auto Tangent)" msgstr "핸들 미러링 만들기(자동 탄젠트)" #: editor/animation_bezier_editor.cpp msgid "Add Bezier Point" msgstr "베지어 점 추가" #: editor/animation_bezier_editor.cpp msgid "Move Bezier Points" msgstr "베지어 점 이동" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Animation Duplicate Keys" msgstr "애니메이션 키프레임 복제" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Animation Cut Keys" msgstr "애니메이션 키 잘라내기" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Animation Paste Keys" msgstr "애니메이션 키 붙여넣기" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Animation Delete Keys" msgstr "애니메이션 키프레임 삭제" #: editor/animation_bezier_editor.cpp msgid "Focus" msgstr "포커스" #: editor/animation_bezier_editor.cpp msgid "Select All Keys" msgstr "모든 키 선택" #: editor/animation_bezier_editor.cpp msgid "Deselect All Keys" msgstr "모든 키 선택 해제" #: editor/animation_track_editor.cpp msgid "Animation Change Transition" msgstr "애니메이션 변경 전환" #: editor/animation_track_editor.cpp msgid "Animation Change Position3D" msgstr "애니메이션 변경 Position3D" #: editor/animation_track_editor.cpp msgid "Animation Change Rotation3D" msgstr "애니메이션 변경 Rotation3D" #: editor/animation_track_editor.cpp msgid "Animation Change Scale3D" msgstr "애니메이션 변경 Scale3D" #: editor/animation_track_editor.cpp msgid "Animation Change Keyframe Value" msgstr "애니메이션 변경 키프레임 값" #: editor/animation_track_editor.cpp msgid "Animation Change Call" msgstr "애니메이션 변경 호출" #: editor/animation_track_editor.cpp msgid "Animation Multi Change Transition" msgstr "애니메이션 전환 다수 변경" #: editor/animation_track_editor.cpp msgid "Animation Multi Change Position3D" msgstr "애니메이션 3D 위치 다수 변경" #: editor/animation_track_editor.cpp msgid "Animation Multi Change Rotation3D" msgstr "애니메이션 3D 회전 다수 변경" #: editor/animation_track_editor.cpp msgid "Animation Multi Change Scale3D" msgstr "애니메이션 3D 크기 다수 변경" #: editor/animation_track_editor.cpp msgid "Animation Multi Change Keyframe Value" msgstr "애니메이션 키프레임 값 다수 변경" #: editor/animation_track_editor.cpp msgid "Animation Multi Change Call" msgstr "애니메이션 다중 호출 바꾸기" #: editor/animation_track_editor.cpp msgid "Change Animation Length" msgstr "애니메이션 길이 바꾸기" #: editor/animation_track_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Change Animation Loop" msgstr "애니메이션 루프 바꾸기" #: editor/animation_track_editor.cpp msgid "Can't change loop mode on animation instanced from imported scene." msgstr "" "가져온 씬에서 인스턴스화된 애니메이션의 루프 모드를 변경할 수 없습니다." #: editor/animation_track_editor.cpp msgid "Can't change loop mode on animation embedded in another scene." msgstr "다른 장면에 임베드된 애니메이션의 루프 모드를 변경할 수 없습니다." #: editor/animation_track_editor.cpp msgid "Property Track..." msgstr "속성 트랙..." #: editor/animation_track_editor.cpp msgid "3D Position Track..." msgstr "3D 위치 트랙..." #: editor/animation_track_editor.cpp msgid "3D Rotation Track..." msgstr "3D 회전 트랙..." #: editor/animation_track_editor.cpp msgid "3D Scale Track..." msgstr "3D 크기 트랙..." #: editor/animation_track_editor.cpp msgid "Blend Shape Track..." msgstr "블렌드 모양 트랙..." #: editor/animation_track_editor.cpp msgid "Call Method Track..." msgstr "메서드 호출 트랙..." #: editor/animation_track_editor.cpp msgid "Bezier Curve Track..." msgstr "베지어 곡선 트랙..." #: editor/animation_track_editor.cpp msgid "Audio Playback Track..." msgstr "오디오 재생 트랙..." #: editor/animation_track_editor.cpp msgid "Animation Playback Track..." msgstr "애니메이션 재생 트랙..." #: editor/animation_track_editor.cpp msgid "Animation length (frames)" msgstr "애니메이션 길이 (프레임)" #: editor/animation_track_editor.cpp msgid "Animation length (seconds)" msgstr "애니메이션 길이 (초)" #: editor/animation_track_editor.cpp msgid "Add Track" msgstr "트랙 추가" #: editor/animation_track_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animation Looping" msgstr "애니메이션 반복" #: editor/animation_track_editor.cpp msgid "Functions:" msgstr "함수:" #: editor/animation_track_editor.cpp msgid "Audio Clips:" msgstr "오디오 클립:" #: editor/animation_track_editor.cpp msgid "Animation Clips:" msgstr "애니메이션 클립:" #: editor/animation_track_editor.cpp msgid "Change Track Path" msgstr "트랙 경로 바꾸기" #: editor/animation_track_editor.cpp msgid "Toggle this track on/off." msgstr "이 트랙을 켜기/끄기를 토글합니다." #: editor/animation_track_editor.cpp msgid "Use Blend" msgstr "블렌드 사용" #: editor/animation_track_editor.cpp msgid "Update Mode (How this property is set)" msgstr "업데이트 모드 (이 속성이 설정되는 방법)" #: editor/animation_track_editor.cpp msgid "Interpolation Mode" msgstr "보간 모드" #: editor/animation_track_editor.cpp msgid "Loop Wrap Mode (Interpolate end with beginning on loop)" msgstr "루프 래핑 모드 (시작 루프와 끝을 보간)" #: editor/animation_track_editor.cpp msgid "Remove this track." msgstr "이 트랙을 제거합니다." #: editor/animation_track_editor.cpp msgid "Time (s):" msgstr "시간 (초):" #: editor/animation_track_editor.cpp msgid "Position:" msgstr "위치:" #: editor/animation_track_editor.cpp msgid "Rotation:" msgstr "회전:" #: editor/animation_track_editor.cpp editor/plugins/multimesh_editor_plugin.cpp msgid "Scale:" msgstr "스케일:" #: editor/animation_track_editor.cpp msgid "Blend Shape:" msgstr "블렌드 쉐이프:" #: editor/animation_track_editor.cpp editor/debugger/editor_debugger_tree.cpp #: editor/editor_inspector.cpp editor/editor_resource_picker.cpp #: editor/gui/scene_tree_editor.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp editor/shader_create_dialog.cpp #: editor/shader_globals_editor.cpp msgid "Type:" msgstr "타입:" #: editor/animation_track_editor.cpp msgid "(Invalid, expected type: %s)" msgstr "(인식불가. 예상한 타입: %s)" #: editor/animation_track_editor.cpp msgid "Easing:" msgstr "이징:" #: editor/animation_track_editor.cpp msgid "In-Handle:" msgstr "입력 핸들:" #: editor/animation_track_editor.cpp msgid "Out-Handle:" msgstr "출력 핸들:" #: editor/animation_track_editor.cpp msgid "Handle mode: Free\n" msgstr "핸들 모드: 무료\n" #: editor/animation_track_editor.cpp msgid "Handle mode: Linear\n" msgstr "핸들 모드: 선형\n" #: editor/animation_track_editor.cpp msgid "Handle mode: Balanced\n" msgstr "핸들 모드: 균형 잡힌\n" #: editor/animation_track_editor.cpp msgid "Handle mode: Mirrored\n" msgstr "핸들 모드: 미러링\n" #: editor/animation_track_editor.cpp msgid "Stream:" msgstr "스트림:" #: editor/animation_track_editor.cpp msgid "Start (s):" msgstr "시작 (초):" #: editor/animation_track_editor.cpp msgid "End (s):" msgstr "종료 (초):" #: editor/animation_track_editor.cpp msgid "Animation Clip:" msgstr "애니메이션 클립:" #: editor/animation_track_editor.cpp msgid "Toggle Track Enabled" msgstr "트랙 활성화 토글" #: editor/animation_track_editor.cpp msgid "Don't Use Blend" msgstr "블렌드 사용 안 함" #: editor/animation_track_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Continuous" msgstr "연속적" #: editor/animation_track_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Discrete" msgstr "비연속적" #: editor/animation_track_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Capture" msgstr "캡처" #: editor/animation_track_editor.cpp msgid "Nearest" msgstr "가장 가까움" #: editor/animation_track_editor.cpp editor/plugins/curve_editor_plugin.cpp msgid "Linear" msgstr "직선형" #: editor/animation_track_editor.cpp msgid "Cubic" msgstr "입방형" #: editor/animation_track_editor.cpp msgid "Linear Angle" msgstr "직선형 회전" #: editor/animation_track_editor.cpp msgid "Cubic Angle" msgstr "입방형 회전" #: editor/animation_track_editor.cpp msgid "Clamp Loop Interp" msgstr "루프 보간 고정" #: editor/animation_track_editor.cpp msgid "Wrap Loop Interp" msgstr "루프 보간 래핑" #: editor/animation_track_editor.cpp msgid "Insert Key..." msgstr "키 삽입..." #: editor/animation_track_editor.cpp msgid "Duplicate Key(s)" msgstr "키 복제" #: editor/animation_track_editor.cpp msgid "Cut Key(s)" msgstr "키 잘라내기" #: editor/animation_track_editor.cpp msgid "Copy Key(s)" msgstr "키 복사" #: editor/animation_track_editor.cpp msgid "Add RESET Value(s)" msgstr "초기화 값 추가" #: editor/animation_track_editor.cpp msgid "Delete Key(s)" msgstr "키 삭제" #: editor/animation_track_editor.cpp msgid "Change Animation Update Mode" msgstr "애니메이션 업데이트 모드 바꾸기" #: editor/animation_track_editor.cpp msgid "Change Animation Interpolation Mode" msgstr "애니메이션 보간 모드 바꾸기" #: editor/animation_track_editor.cpp msgid "Change Animation Loop Mode" msgstr "애니메이션 루프 모드 바꾸기" #: editor/animation_track_editor.cpp msgid "Change Animation Use Blend" msgstr "애니메이션 블렌드 사용 바꾸기" #: editor/animation_track_editor.cpp msgid "" "Compressed tracks can't be edited or removed. Re-import the animation with " "compression disabled in order to edit." msgstr "" "압축된 트랙은 편집하거나 제거할 수 없습니다. 편집하려면 압축을 비활성화한 상" "태로 애니메이션을 다시 가져옵니다." #: editor/animation_track_editor.cpp msgid "Remove Anim Track" msgstr "애니메이션 트랙 제거" #. TRANSLATORS: %s will be replaced by a phrase describing the target of track. #: editor/animation_track_editor.cpp msgid "Create new track for %s and insert key?" msgstr "\"%s\"을(를) 위한 새로운 트랙을 생성하고 키를 삽입하시겠습니까?" #: editor/animation_track_editor.cpp msgid "Create %d new tracks and insert keys?" msgstr "%d개의 새로운 트랙을 생성하고 키를 삽입하시겠습니까?" #: editor/animation_track_editor.cpp msgid "Hold Shift when clicking the key icon to skip this dialog." msgstr "" "키 아이콘을 누를 때 Shift 키를 누르고 있으면 이 대화 상자를 건너뛸 수 있습니" "다." #: editor/animation_track_editor.cpp editor/create_dialog.cpp #: editor/editor_audio_buses.cpp editor/editor_feature_profile.cpp #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/gpu_particles_3d_editor_plugin.cpp #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #: editor/plugins/plugin_config_dialog.cpp #: editor/plugins/version_control_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp msgid "Create" msgstr "만들기" #: editor/animation_track_editor.cpp msgid "Animation Insert Key" msgstr "애니메이션 키 삽입" #. TRANSLATORS: This describes the target of new animation track, will be inserted into another string. #: editor/animation_track_editor.cpp msgid "node '%s'" msgstr "노드 '%s'" #. TRANSLATORS: This describes the target of new animation track, will be inserted into another string. #: editor/animation_track_editor.cpp msgid "animation" msgstr "애니메이션" #: editor/animation_track_editor.cpp msgid "AnimationPlayer can't animate itself, only other players." msgstr "" "AnimationPlayer는 자신이 아닌 다른 플레이어에만 애니메이션을 부여할 수 있습니" "다." #. TRANSLATORS: This describes the target of new animation track, will be inserted into another string. #: editor/animation_track_editor.cpp msgid "property '%s'" msgstr "속성 '%s'" #: editor/animation_track_editor.cpp msgid "Change Animation Step" msgstr "애니메이션 단계 바꾸기" #: editor/animation_track_editor.cpp msgid "Rearrange Tracks" msgstr "트랙 다시 정렬" #: editor/animation_track_editor.cpp msgid "Blend Shape tracks only apply to MeshInstance3D nodes." msgstr "Blend Shape 트랙은 MeshInstance3D 노드에만 적용됩니다." #: editor/animation_track_editor.cpp msgid "Position/Rotation/Scale 3D tracks only apply to 3D-based nodes." msgstr "변형 트랙은 3D 기반 노드에만 적용됩니다." #: editor/animation_track_editor.cpp msgid "" "Audio tracks can only point to nodes of type:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" msgstr "" "오디오 트랙은 다음 타입의 노드만 가리킬 수 있습니다:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" #: editor/animation_track_editor.cpp msgid "Animation tracks can only point to AnimationPlayer nodes." msgstr "애니메이션 트랙은 오직 AnimationPlayer 노드만 가리킬 수 있습니다." #: editor/animation_track_editor.cpp msgid "Not possible to add a new track without a root" msgstr "루트 없이 새 트랙을 추가할 수 없음" #: editor/animation_track_editor.cpp msgid "Invalid track for Bezier (no suitable sub-properties)" msgstr "베지어에 알맞지 않은 트랙 (적당한 하위 속성이 없음)" #: editor/animation_track_editor.cpp msgid "Add Bezier Track" msgstr "베지어 트랙 추가" #: editor/animation_track_editor.cpp msgid "Track path is invalid, so can't add a key." msgstr "트랙 경로가 올바르지 않아 키를 추가할 수 없습니다." #: editor/animation_track_editor.cpp msgid "Track is not of type Node3D, can't insert key" msgstr "트랙이 3D 노드 타입이 아니므로 키를 추가할 수 없습니다" #: editor/animation_track_editor.cpp msgid "Track path is invalid, so can't add a method key." msgstr "트랙 경로가 올바르지 않아 메서드 키를 추가할 수 없습니다." #: editor/animation_track_editor.cpp msgid "Add Method Track Key" msgstr "메서드 트랙 키 추가" #: editor/animation_track_editor.cpp msgid "Method not found in object:" msgstr "오브젝트에 메서드가 없음:" #: editor/animation_track_editor.cpp msgid "Animation Move Keys" msgstr "애니메이션 키 이동" #: editor/animation_track_editor.cpp #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Position" msgstr "위치" #: editor/animation_track_editor.cpp msgid "Rotation" msgstr "회전" #: editor/animation_track_editor.cpp editor/plugins/node_3d_editor_plugin.cpp msgid "Scale" msgstr "크기" #: editor/animation_track_editor.cpp msgid "BlendShape" msgstr "블렌드 모양" #: editor/animation_track_editor.cpp editor/connections_dialog.cpp #: editor/editor_help.cpp msgid "Methods" msgstr "메서드" #: editor/animation_track_editor.cpp msgid "Bezier" msgstr "베지어" #: editor/animation_track_editor.cpp editor/editor_audio_buses.cpp msgid "Audio" msgstr "오디오" #: editor/animation_track_editor.cpp msgid "Clipboard is empty!" msgstr "클립보드가 비었습니다!" #: editor/animation_track_editor.cpp msgid "Paste Tracks" msgstr "트랙 붙여 넣기" #: editor/animation_track_editor.cpp msgid "Animation Scale Keys" msgstr "애니메이션 스케일 키" #: editor/animation_track_editor.cpp msgid "Animation Set Start Offset" msgstr "애니메이션 시작 오프셋 설정" #: editor/animation_track_editor.cpp msgid "Animation Set End Offset" msgstr "애니메이션 종료 오프셋 설정" #: editor/animation_track_editor.cpp msgid "Make Easing Keys" msgstr "이징 키 만들기" #: editor/animation_track_editor.cpp msgid "Animation Add RESET Keys" msgstr "애니메이션 리셋 키 추가" #: editor/animation_track_editor.cpp msgid "Bake Animation as Linear Keys" msgstr "애니메이션을 직선형 키로 굽기" #: editor/animation_track_editor.cpp msgid "" "This animation belongs to an imported scene, so changes to imported tracks " "will not be saved.\n" "\n" "To modify this animation, navigate to the scene's Advanced Import settings " "and select the animation.\n" "Some options, including looping, are available here. To add custom tracks, " "enable \"Save To File\" and\n" "\"Keep Custom Tracks\"." msgstr "" "이 애니메이션은 가져온 씬에 속해 있습니다. 가져온 트랙의 변경사항은 저장되지 " "않습니다.\n" "\n" "이 애니메이션을 수정하려면, 씬의 고급 가져오기 설정에서 애니메이션을 선택하세" "요.\n" "루핑을 포함한 몇몇 옵션은 여기서 설정할 수 있습니다. 새로운 트랙을 추가하려" "면,\n" "\"파일으로 저장\"과 \"커스텀 트랙 유지\"를 켜세요." #: editor/animation_track_editor.cpp msgid "" "Some AnimationPlayerEditor's options are disabled since this is the dummy " "AnimationPlayer for preview.\n" "\n" "The dummy player is forced active, non-deterministic and doesn't have the " "root motion track. Furthermore, the original node is inactive temporary." msgstr "" "미리보기용 더미 AnimationPlayer를 사용 중이기 때문에 AnimationPlayerEditor의 " "일부 설정을 조작할 수 없습니다.\n" "\n" "더미 플레이어는 항상 활성화 상태이고, 비결정적이며, 루트 모션 트랙을 가지지 " "않습니다. 또한 본래 노드는 임시적으로 비활성화됩니다." #: editor/animation_track_editor.cpp msgid "AnimationPlayer is inactive. The playback will not be processed." msgstr "AnimationPlayer가 비활성 상태입니다. 애니메이션을 재생하지 않습니다." #: editor/animation_track_editor.cpp msgid "Select an AnimationPlayer node to create and edit animations." msgstr "애니메이션을 만들고 편집하려면 AnimationPlayer노드를 선택하세요." #: editor/animation_track_editor.cpp msgid "Imported Scene" msgstr "가져온 씬" #: editor/animation_track_editor.cpp msgid "Warning: Editing imported animation" msgstr "경고: 가져온 애니메이션을 편집하고 있음" #: editor/animation_track_editor.cpp msgid "Dummy Player" msgstr "더미 플레이어" #: editor/animation_track_editor.cpp msgid "Warning: Editing dummy AnimationPlayer" msgstr "경고: 더미 AnimationPlayer를 편집하고 있음" #: editor/animation_track_editor.cpp msgid "Inactive Player" msgstr "비활성 플레이어" #: editor/animation_track_editor.cpp msgid "Warning: AnimationPlayer is inactive" msgstr "경고: AnimationPlayer가 비활성 상태입니다" #: editor/animation_track_editor.cpp msgid "Toggle between the bezier curve editor and track editor." msgstr "베지어 커브 편집기와 트랙 편집기 사이를 전환합니다." #: editor/animation_track_editor.cpp msgid "Only show tracks from nodes selected in tree." msgstr "트리에서 선택한 노드만 트랙에 표시됩니다." #: editor/animation_track_editor.cpp msgid "Group tracks by node or display them as plain list." msgstr "노드 별로 트랙을 묶어서 보거나, 묶지 않고 나열해서 볼 수 있습니다." #: editor/animation_track_editor.cpp msgid "Snap:" msgstr "스냅:" #: editor/animation_track_editor.cpp msgid "Animation step value." msgstr "애니메이션 단계 값입니다." #: editor/animation_track_editor.cpp msgid "Seconds" msgstr "초" #: editor/animation_track_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "FPS" msgstr "초당 프레임" #: editor/animation_track_editor.cpp #, fuzzy msgid "Fit to panel" msgstr "프레임에 맞추기" #: editor/animation_track_editor.cpp editor/editor_properties.cpp #: editor/editor_resource_picker.cpp editor/plugins/editor_plugin_settings.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp #: editor/plugins/text_shader_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp editor/project_manager.cpp msgid "Edit" msgstr "편집" #: editor/animation_track_editor.cpp msgid "Animation properties." msgstr "애니메이션 속성입니다." #: editor/animation_track_editor.cpp msgid "Copy Tracks..." msgstr "트랙 복사..." #: editor/animation_track_editor.cpp msgid "Scale Selection..." msgstr "선택 항목 스케일 조절..." #: editor/animation_track_editor.cpp msgid "Scale From Cursor..." msgstr "커서 위치에서 스케일 조절..." #: editor/animation_track_editor.cpp msgid "Set Start Offset (Audio)" msgstr "시작 오프셋 설정 (오디오)" #: editor/animation_track_editor.cpp msgid "Set End Offset (Audio)" msgstr "종료 오프셋 설정 (오디오)" #: editor/animation_track_editor.cpp msgid "Make Easing Selection..." msgstr "선택 항목에 이징 만들기..." #: editor/animation_track_editor.cpp msgid "Duplicate Selected Keys" msgstr "선택한 키 복제" #: editor/animation_track_editor.cpp msgid "Cut Selected Keys" msgstr "선택한 키 잘라내기" #: editor/animation_track_editor.cpp msgid "Copy Selected Keys" msgstr "선택한 키 복사" #: editor/animation_track_editor.cpp msgid "Paste Keys" msgstr "키 붙여넣기" #: editor/animation_track_editor.cpp msgid "Move First Selected Key to Cursor" msgstr "선택한 첫 번째 키를 커서 위치로 이동" #: editor/animation_track_editor.cpp msgid "Move Last Selected Key to Cursor" msgstr "선택한 마지막 키를 커서 위치로 이동" #: editor/animation_track_editor.cpp msgid "Delete Selection" msgstr "선택 항목 삭제" #: editor/animation_track_editor.cpp msgid "Go to Next Step" msgstr "다음 단계로 이동" #: editor/animation_track_editor.cpp msgid "Go to Previous Step" msgstr "이전 단계로 이동" #: editor/animation_track_editor.cpp msgid "Apply Reset" msgstr "재설정 적용" #: editor/animation_track_editor.cpp msgid "Bake Animation..." msgstr "애니메이션 굽기..." #: editor/animation_track_editor.cpp msgid "Optimize Animation (no undo)..." msgstr "애니메이션 최적화 (되돌릴 수 없음)..." #: editor/animation_track_editor.cpp msgid "Clean-Up Animation (no undo)..." msgstr "애니메이션 정리 (되돌릴 수 없음)..." #: editor/animation_track_editor.cpp msgid "Pick a node to animate:" msgstr "애니메이션을 줄 노드를 선택하세요:" #: editor/animation_track_editor.cpp msgid "Use Bezier Curves" msgstr "베지어 곡선 사용" #: editor/animation_track_editor.cpp msgid "Create RESET Track(s)" msgstr "재설정 트랙 만들기" #: editor/animation_track_editor.cpp msgid "Animation Optimizer" msgstr "애니메이션 최적화" #: editor/animation_track_editor.cpp msgid "Max Velocity Error:" msgstr "최대 속도 오차:" #: editor/animation_track_editor.cpp msgid "Max Angular Error:" msgstr "최대 각도 오차:" #: editor/animation_track_editor.cpp msgid "Max Precision Error:" msgstr "최대 정밀도 오류:" #: editor/animation_track_editor.cpp msgid "Optimize" msgstr "최적화" #: editor/animation_track_editor.cpp msgid "Trim keys placed in negative time" msgstr "시간이 음수인 키 정리" #: editor/animation_track_editor.cpp msgid "Trim keys placed exceed the animation length" msgstr "애니메이션 길이를 벗어나는 키 정리" #: editor/animation_track_editor.cpp msgid "Remove invalid keys" msgstr "잘못된 키 제거" #: editor/animation_track_editor.cpp msgid "Remove unresolved and empty tracks" msgstr "해결되지 않고 빈 트랙 제거" #: editor/animation_track_editor.cpp msgid "Clean-up all animations" msgstr "모든 애니메이션 정리" #: editor/animation_track_editor.cpp msgid "Clean-Up Animation(s) (NO UNDO!)" msgstr "애니메이션 정리 (되돌릴 수 없습니다!)" #: editor/animation_track_editor.cpp msgid "Clean-Up" msgstr "정리" #: editor/animation_track_editor.cpp msgid "Scale Ratio:" msgstr "스케일 비율:" #: editor/animation_track_editor.cpp msgid "Select Transition and Easing" msgstr "전환 및 이징 선택" #: editor/animation_track_editor.cpp msgctxt "Transition Type" msgid "Linear" msgstr "직선형 (Linear)" #: editor/animation_track_editor.cpp msgctxt "Transition Type" msgid "Sine" msgstr "사인형 (Sine)" #: editor/animation_track_editor.cpp msgctxt "Transition Type" msgid "Quint" msgstr "5차곡선형 (Quint)" #: editor/animation_track_editor.cpp msgctxt "Transition Type" msgid "Quart" msgstr "4차곡선형 (Quart)" #: editor/animation_track_editor.cpp msgctxt "Transition Type" msgid "Quad" msgstr "2차곡선형 (Quad)" #: editor/animation_track_editor.cpp msgctxt "Transition Type" msgid "Expo" msgstr "지수곡선형 (Expo)" #: editor/animation_track_editor.cpp msgctxt "Transition Type" msgid "Elastic" msgstr "탄성형 (Elastic)" #: editor/animation_track_editor.cpp msgctxt "Transition Type" msgid "Cubic" msgstr "입방형 (Cubic)" #: editor/animation_track_editor.cpp msgctxt "Transition Type" msgid "Circ" msgstr "원형 (Circ)" #: editor/animation_track_editor.cpp msgctxt "Transition Type" msgid "Bounce" msgstr "바운스 (Bounce)" #: editor/animation_track_editor.cpp msgctxt "Transition Type" msgid "Back" msgstr "되돌이 (Back)" #: editor/animation_track_editor.cpp msgctxt "Transition Type" msgid "Spring" msgstr "스프링 (Spring)" #: editor/animation_track_editor.cpp msgctxt "Ease Type" msgid "In" msgstr "서서히 가속 (EaseIn)" #: editor/animation_track_editor.cpp msgctxt "Ease Type" msgid "Out" msgstr "서서히 감속 (EaseOut)" #: editor/animation_track_editor.cpp msgctxt "Ease Type" msgid "InOut" msgstr "가속/감속 (EaseInOut)" #: editor/animation_track_editor.cpp msgctxt "Ease Type" msgid "OutIn" msgstr "가속/감속/가속 (EaseOutIn)" #: editor/animation_track_editor.cpp msgid "Transition Type:" msgstr "전환 종류:" #: editor/animation_track_editor.cpp msgid "Ease Type:" msgstr "완화 종류:" #: editor/animation_track_editor.cpp msgid "FPS:" msgstr "FPS:" #: editor/animation_track_editor.cpp msgid "Animation Baker" msgstr "애니메이션 베이커" #: editor/animation_track_editor.cpp msgid "3D Pos/Rot/Scl Track:" msgstr "3D 위치/각도/크기 트랙:" #: editor/animation_track_editor.cpp msgid "Blendshape Track:" msgstr "블렌드 모양 트랙:" #: editor/animation_track_editor.cpp msgid "Value Track:" msgstr "값 트랙:" #: editor/animation_track_editor.cpp msgid "Select Tracks to Copy" msgstr "복사할 트랙 선택" #: editor/animation_track_editor.cpp msgid "Select All/None" msgstr "모두 선택/해제" #: editor/animation_track_editor.cpp msgid "Animation Change Keyframe Time" msgstr "애니메이션 키 프레임 시간 바꾸기" #: editor/animation_track_editor_plugins.cpp msgid "Add Audio Track Clip" msgstr "오디오 트랙 클립 추가" #: editor/animation_track_editor_plugins.cpp msgid "Change Audio Track Clip Start Offset" msgstr "오디오 트랙 클립 시작 오프셋 바꾸기" #: editor/animation_track_editor_plugins.cpp msgid "Change Audio Track Clip End Offset" msgstr "오디오 트랙 클립 종료 오프셋 바꾸기" #: editor/code_editor.cpp msgid "Go to Line" msgstr "행으로 이동" #: editor/code_editor.cpp msgid "Line Number:" msgstr "행 번호:" #: editor/code_editor.cpp msgid "%d replaced." msgstr "%d개를 찾아 바꿨습니다." #: editor/code_editor.cpp msgid "No match" msgstr "일치하는 것 없음" #: editor/code_editor.cpp msgid "%d match" msgid_plural "%d matches" msgstr[0] "%d개 일치" #: editor/code_editor.cpp msgid "%d of %d match" msgid_plural "%d of %d matches" msgstr[0] "%d 중 %d 일치" #: editor/code_editor.cpp #, fuzzy msgid "Find" msgstr "찾기:" #: editor/code_editor.cpp #, fuzzy msgid "Previous Match" msgstr "이전" #: editor/code_editor.cpp #, fuzzy msgid "Next Match" msgstr "일치하는 것 없음" #: editor/code_editor.cpp editor/find_in_files.cpp msgid "Match Case" msgstr "대소문자 구분" #: editor/code_editor.cpp editor/find_in_files.cpp msgid "Whole Words" msgstr "단어 단위로" #: editor/code_editor.cpp msgid "Replace" msgstr "바꾸기" #: editor/code_editor.cpp msgid "Replace All" msgstr "모두 바꾸기" #: editor/code_editor.cpp msgid "Selection Only" msgstr "선택 영역만" #: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp msgid "Hide" msgstr "숨김" #: editor/code_editor.cpp msgctxt "Indentation" msgid "Spaces" msgstr "공백" #: editor/code_editor.cpp msgctxt "Indentation" msgid "Tabs" msgstr "탭" #: editor/code_editor.cpp editor/editor_help.cpp #: editor/plugins/script_editor_plugin.cpp msgid "Toggle Scripts Panel" msgstr "스크립트 패널 토글" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "줌 인" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "줌 아웃" #: editor/code_editor.cpp msgid "Reset Zoom" msgstr "줌 재설정" #: editor/code_editor.cpp editor/debugger/script_editor_debugger.cpp msgid "Errors" msgstr "오류" #: editor/code_editor.cpp msgid "Warnings" msgstr "경고" #: editor/code_editor.cpp msgid "Zoom factor" msgstr "줌 배율" #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "행 및 열 번호." #: editor/code_editor.cpp editor/plugins/script_text_editor.cpp msgid "Indentation" msgstr "들여쓰기" #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "대상 노드에 있는 메서드는 반드시 지정해야 합니다." #: editor/connections_dialog.cpp msgid "Method name must be a valid identifier." msgstr "메서드 이름은 올바른 식별자여야 합니다." #: editor/connections_dialog.cpp msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "" "대상 메서드를 찾을 수 없습니다. 올바른 메서드를 지정하거나 대상 노드에 스크립" "트를 붙여보세요." #: editor/connections_dialog.cpp msgid "Attached Script" msgstr "부착된 스크립트" #: editor/connections_dialog.cpp msgid "%s: Callback code won't be generated, please add it manually." msgstr "%s: 콜백 코드가 생성되지 않으니 수동으로 추가해 주세요." #: editor/connections_dialog.cpp msgid "Connect to Node:" msgstr "이 노드에 연결:" #: editor/connections_dialog.cpp msgid "Connect to Script:" msgstr "이 스크립트에 연결:" #: editor/connections_dialog.cpp msgid "From Signal:" msgstr "이 시그널에서:" #: editor/connections_dialog.cpp editor/gui/scene_tree_editor.cpp msgid "Filter Nodes" msgstr "노드 필터" #: editor/connections_dialog.cpp msgid "Go to Source" msgstr "소스로 이동" #: editor/connections_dialog.cpp msgid "Scene does not contain any script." msgstr "씬에 스크립트가 없습니다." #: editor/connections_dialog.cpp editor/property_selector.cpp msgid "Select Method" msgstr "메서드 선택" #: editor/connections_dialog.cpp editor/plugins/script_editor_plugin.cpp msgid "Filter Methods" msgstr "메서드 필터" #: editor/connections_dialog.cpp msgid "No method found matching given filters." msgstr "지정된 필터와 일치하는 메서드를 찾을 수 없습니다." #: editor/connections_dialog.cpp msgid "Script Methods Only" msgstr "스크립트 메서드만 표시" #: editor/connections_dialog.cpp msgid "Compatible Methods Only" msgstr "호환되는 메서드만 표시" #: editor/connections_dialog.cpp editor/dependency_editor.cpp #: editor/editor_inspector.cpp editor/export/project_export.cpp #: editor/localization_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp msgid "Remove" msgstr "제거" #: editor/connections_dialog.cpp msgid "Add Extra Call Argument:" msgstr "별도의 호출 인수 추가:" #: editor/connections_dialog.cpp msgid "Extra Call Arguments:" msgstr "별도의 호출 인수:" #: editor/connections_dialog.cpp msgid "Allows to drop arguments sent by signal emitter." msgstr "신호 이미터에서 보낸 인수를 삭제할 수 있습니다." #: editor/connections_dialog.cpp msgid "Unbind Signal Arguments:" msgstr "시그널 인수 바인드 해제:" #: editor/connections_dialog.cpp msgid "Receiver Method:" msgstr "받는 메서드:" #: editor/connections_dialog.cpp editor/editor_locale_dialog.cpp msgid "Advanced" msgstr "고급" #: editor/connections_dialog.cpp msgid "Deferred" msgstr "지연" #: editor/connections_dialog.cpp msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "" "시그널을 지연합니다. 지연된 시그널은 큐에 보관되었다가 대기 상태가 되면 발생" "됩니다." #: editor/connections_dialog.cpp msgid "One Shot" msgstr "원샷" #: editor/connections_dialog.cpp msgid "Disconnects the signal after its first emission." msgstr "시그널이 처음 발생된 이후 시그널의 연결을 끊습니다." #: editor/connections_dialog.cpp msgid "Cannot connect signal" msgstr "시그널을 연결할 수 없음" #: editor/connections_dialog.cpp editor/dependency_editor.cpp #: editor/editor_dock_manager.cpp editor/editor_settings_dialog.cpp #: editor/export/export_template_manager.cpp editor/export/project_export.cpp #: editor/find_in_files.cpp editor/import/3d/scene_import_settings.cpp #: editor/import/audio_stream_import_settings.cpp #: editor/import/dynamic_font_import_settings.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp #: editor/project_manager/quick_settings_dialog.cpp #: editor/project_settings_editor.cpp msgid "Close" msgstr "닫기" #: editor/connections_dialog.cpp msgid "Connect" msgstr "연결" #: editor/connections_dialog.cpp msgid "Connect '%s' to '%s'" msgstr "'%s'을(를) '%s'에 연결" #: editor/connections_dialog.cpp msgid "Disconnect '%s' from '%s'" msgstr "'%s'을(를) '%s'에서 연결 끊기" #: editor/connections_dialog.cpp msgid "Disconnect all from signal: '%s'" msgstr "모두 시그널에서 연결 끊기: '%s'" #: editor/connections_dialog.cpp msgid "Connect..." msgstr "연결..." #: editor/connections_dialog.cpp editor/plugins/visual_shader_editor_plugin.cpp msgid "Disconnect" msgstr "연결 끊기" #: editor/connections_dialog.cpp msgid "Connect a Signal to a Method" msgstr "시그널을 메서드에 연결" #: editor/connections_dialog.cpp msgid "Edit Connection: '%s'" msgstr "연결 변경: '%s'" #: editor/connections_dialog.cpp msgid "Are you sure you want to remove all connections from the \"%s\" signal?" msgstr "\"%s\" 시그널의 모든 연결을 제거하시겠습니까?" #: editor/connections_dialog.cpp editor/editor_help.cpp editor/node_dock.cpp msgid "Signals" msgstr "시그널" #: editor/connections_dialog.cpp msgid "Filter Signals" msgstr "시그널 필터" #: editor/connections_dialog.cpp msgid "Are you sure you want to remove all connections from this signal?" msgstr "이 시그널의 모든 연결을 제거하시겠습니까?" #: editor/connections_dialog.cpp editor/editor_inspector.cpp #: editor/inspector_dock.cpp editor/scene_tree_dock.cpp msgid "Open Documentation" msgstr "문서 열기" #: editor/connections_dialog.cpp msgid "Disconnect All" msgstr "연결 모두 끊기" #: editor/connections_dialog.cpp msgid "Copy Name" msgstr "이름 복사" #: editor/connections_dialog.cpp msgid "Edit..." msgstr "편집..." #: editor/connections_dialog.cpp msgid "Go to Method" msgstr "메서드로 이동" #: editor/create_dialog.cpp msgid "Change Type of \"%s\"" msgstr "\"%s\"의 타입 변경" #: editor/create_dialog.cpp msgid "Change" msgstr "바꾸기" #: editor/create_dialog.cpp msgid "Create New %s" msgstr "새 %s 만들기" #: editor/create_dialog.cpp msgid "No results for \"%s\"." msgstr "\"%s\"에 대한 결과가 없습니다." #: editor/create_dialog.cpp editor/editor_help_search.cpp msgid "This class is marked as deprecated." msgstr "이 클래스는 더 이상 사용되지 않는 것으로 표시되어 있습니다." #: editor/create_dialog.cpp editor/editor_help_search.cpp msgid "This class is marked as experimental." msgstr "이 클래스는 실험 단계로 표시되어 있습니다." #: editor/create_dialog.cpp #, fuzzy msgid "The selected class can't be instantiated." msgstr "인스턴스 인덱스는 음수일 수 없습니다." #: editor/create_dialog.cpp editor/filesystem_dock.cpp #: editor/gui/editor_file_dialog.cpp msgid "Favorites:" msgstr "즐겨찾기:" #: editor/create_dialog.cpp editor/gui/editor_file_dialog.cpp msgid "Recent:" msgstr "최근 기록:" #: editor/create_dialog.cpp msgid "(Un)favorite selected item." msgstr "선택된 항목ㅇ 즐겨찾기 설정/즐겨찾기 해제합니다." #: editor/create_dialog.cpp editor/editor_quick_open.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/rename_dialog.cpp msgid "Search:" msgstr "검색:" #: editor/create_dialog.cpp editor/editor_quick_open.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp msgid "Matches:" msgstr "일치함:" #: editor/create_dialog.cpp editor/editor_build_profile.cpp #: editor/editor_feature_profile.cpp editor/group_settings_editor.cpp #: editor/groups_editor.cpp editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/plugin_config_dialog.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/property_selector.cpp msgid "Description:" msgstr "설명:" #: editor/debugger/editor_debugger_inspector.cpp msgid "Remote %s:" msgstr "원격 %s:" #: editor/debugger/editor_debugger_node.cpp #: editor/plugins/debugger_editor_plugin.cpp msgid "Debugger" msgstr "디버거" #: editor/debugger/editor_debugger_node.cpp editor/editor_node.cpp #: editor/export/project_export.cpp msgid "Debug" msgstr "디버그" #: editor/debugger/editor_debugger_tree.cpp msgid "Save Branch as Scene" msgstr "가지를 씬으로 저장하기" #: editor/debugger/editor_debugger_tree.cpp editor/scene_tree_dock.cpp msgid "Copy Node Path" msgstr "노드 경로 복사" #: editor/debugger/editor_debugger_tree.cpp editor/gui/scene_tree_editor.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Instance:" msgstr "인스턴스:" #: editor/debugger/editor_debugger_tree.cpp msgid "" "This node has been instantiated from a PackedScene file:\n" "%s\n" "Click to open the original file in the Editor." msgstr "" "이 노드는 PackedScene 파일에서 인스턴스화되었습니다:\n" "%s\n" "클릭하면 에디터에서 원본 파일을 엽니다." #: editor/debugger/editor_debugger_tree.cpp editor/gui/scene_tree_editor.cpp msgid "Toggle Visibility" msgstr "가시성 토글" #: editor/debugger/editor_file_server.cpp msgid "Updating assets on target device:" msgstr "목표 디바이스에 에셋을 적용하는 중:" #: editor/debugger/editor_file_server.cpp msgid "Syncing headers" msgstr "헤더 동기화 중" #: editor/debugger/editor_file_server.cpp msgid "Getting remote file system" msgstr "원격 파일 시스템 얻어오는 중" #: editor/debugger/editor_file_server.cpp msgid "Decompressing remote file system" msgstr "원격 파일 시스템 압축 해제 중" #: editor/debugger/editor_file_server.cpp msgid "Scanning for local changes" msgstr "로컬 변경사항을 탐색하는 중" #: editor/debugger/editor_file_server.cpp msgid "Sending list of changed files:" msgstr "변경된 파일 목록을 보내는 중:" #: editor/debugger/editor_file_server.cpp msgid "Sending file:" msgstr "파일 전송 중:" #: editor/debugger/editor_performance_profiler.cpp #: editor/debugger/editor_profiler.cpp #: editor/debugger/editor_visual_profiler.cpp msgid "ms" msgstr "ms" #: editor/debugger/editor_performance_profiler.cpp msgid "Monitors" msgstr "모니터" #: editor/debugger/editor_performance_profiler.cpp msgid "Monitor" msgstr "모니터" #: editor/debugger/editor_performance_profiler.cpp msgid "Value" msgstr "값" #: editor/debugger/editor_performance_profiler.cpp msgid "Pick one or more items from the list to display the graph." msgstr "목록에서 한 개 이상의 항목을 집어 그래프로 표시하세요." #: editor/debugger/editor_profiler.cpp #: editor/debugger/editor_visual_profiler.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "Stop" msgstr "정지" #: editor/debugger/editor_profiler.cpp #: editor/debugger/editor_visual_profiler.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/rename_dialog.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "Start" msgstr "시작" #: editor/debugger/editor_profiler.cpp #: editor/debugger/editor_visual_profiler.cpp #: editor/debugger/script_editor_debugger.cpp editor/editor_properties.cpp #: editor/editor_resource_picker.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "Clear" msgstr "지우기" #: editor/debugger/editor_profiler.cpp #: editor/debugger/editor_visual_profiler.cpp msgid "Measure:" msgstr "측정:" #: editor/debugger/editor_profiler.cpp #: editor/debugger/editor_visual_profiler.cpp msgid "Frame Time (ms)" msgstr "프레임 시간 (ms)" #: editor/debugger/editor_profiler.cpp msgid "Average Time (ms)" msgstr "평균 시간 (ms)" #: editor/debugger/editor_profiler.cpp #: editor/debugger/editor_visual_profiler.cpp msgid "Frame %" msgstr "프레임 %" #: editor/debugger/editor_profiler.cpp msgid "Physics Frame %" msgstr "물리 프레임 %" #. TRANSLATORS: This is an option in the profiler to display the time spent in a function, including the time spent in other functions called by that function. #: editor/debugger/editor_profiler.cpp msgid "Inclusive" msgstr "포괄적" #. TRANSLATORS: This is an option in the profiler to display the time spent in a function, exincluding the time spent in other functions called by that function. #: editor/debugger/editor_profiler.cpp msgid "Self" msgstr "자체" #: editor/debugger/editor_profiler.cpp msgid "" "Inclusive: Includes time from other functions called by this function.\n" "Use this to spot bottlenecks.\n" "\n" "Self: Only count the time spent in the function itself, not in other " "functions called by that function.\n" "Use this to find individual functions to optimize." msgstr "" "포괄적: 이 함수에 의해 호출된 다른 함수로부터 시간을 포함합니다.\n" "이를 사용하여 병목 현상을 찾아냅니다.\n" "\n" "자체: 해당 함수에 의해 호출된 다른 함수에서가 아닌, 함수 자체에서 보낸 시간" "만 계산합니다.\n" "이를 사용하여 최적화할 개별 함수를 찾습니다." #: editor/debugger/editor_profiler.cpp msgid "Display internal functions" msgstr "내부 함수 보이기" #: editor/debugger/editor_profiler.cpp #: editor/debugger/editor_visual_profiler.cpp msgid "Frame #:" msgstr "프레임 #:" #: editor/debugger/editor_profiler.cpp #: editor/debugger/editor_visual_profiler.cpp #: editor/editor_autoload_settings.cpp editor/editor_help_search.cpp #: editor/editor_settings_dialog.cpp editor/group_settings_editor.cpp #: editor/plugins/editor_plugin_settings.cpp editor/project_manager.cpp msgid "Name" msgstr "이름" #: editor/debugger/editor_profiler.cpp msgid "Time" msgstr "시간" #: editor/debugger/editor_profiler.cpp msgid "Calls" msgstr "호출" #: editor/debugger/editor_visual_profiler.cpp msgid "Fit to Frame" msgstr "프레임에 맞추기" #: editor/debugger/editor_visual_profiler.cpp msgid "Linked" msgstr "연결됨" #: editor/debugger/editor_visual_profiler.cpp msgid "CPU" msgstr "CPU" #: editor/debugger/editor_visual_profiler.cpp msgid "GPU" msgstr "GPU" #: editor/debugger/script_editor_debugger.cpp msgid "Execution resumed." msgstr "실행이 재개되었습니다." #: editor/debugger/script_editor_debugger.cpp msgid "Bytes:" msgstr "바이트:" #: editor/debugger/script_editor_debugger.cpp #, fuzzy msgid "Warning:" msgstr "경고" #: editor/debugger/script_editor_debugger.cpp #: editor/plugins/animation_library_editor.cpp msgid "Error:" msgstr "오류:" #. TRANSLATORS: %s is the name of a language, e.g. C++. #. %s refers to the name of a version control system (e.g. "Git"). #: editor/debugger/script_editor_debugger.cpp editor/editor_vcs_interface.cpp msgid "%s Error" msgstr "%s 오류" #: editor/debugger/script_editor_debugger.cpp msgid "%s Error:" msgstr "%s 오류:" #. TRANSLATORS: %s is the name of a language, e.g. C++. #: editor/debugger/script_editor_debugger.cpp msgid "%s Source" msgstr "%s 소스" #: editor/debugger/script_editor_debugger.cpp msgid "%s Source:" msgstr "%s 소스:" #: editor/debugger/script_editor_debugger.cpp msgid "Stack Trace" msgstr "스택 추적" #: editor/debugger/script_editor_debugger.cpp msgid "Stack Trace:" msgstr "스택 추적:" #: editor/debugger/script_editor_debugger.cpp msgid "Debug session started." msgstr "디버그 세션이 시작되었습니다." #: editor/debugger/script_editor_debugger.cpp msgid "Debug session closed." msgstr "디버그 세션이 종료되었습니다." #: editor/debugger/script_editor_debugger.cpp msgid "Line %d" msgstr "행 %d" #: editor/debugger/script_editor_debugger.cpp msgid "Delete Breakpoint" msgstr "중단점 제거" #: editor/debugger/script_editor_debugger.cpp msgid "Delete All Breakpoints in:" msgstr "모든 중단점 제거:" #: editor/debugger/script_editor_debugger.cpp msgid "Delete All Breakpoints" msgstr "모든 중단점 제거" #: editor/debugger/script_editor_debugger.cpp msgid "Copy Error" msgstr "오류 복사" #: editor/debugger/script_editor_debugger.cpp msgid "Open C++ Source on GitHub" msgstr "GitHub에서 C++ 소스 열기" #: editor/debugger/script_editor_debugger.cpp msgid "C++ Source" msgstr "C++ 소스" #: editor/debugger/script_editor_debugger.cpp msgid "Video RAM" msgstr "비디오 RAM" #: editor/debugger/script_editor_debugger.cpp msgid "Skip Breakpoints" msgstr "중단점 넘기기" #: editor/debugger/script_editor_debugger.cpp #: editor/plugins/debugger_editor_plugin.cpp msgid "Step Into" msgstr "프로시저 단위 실행" #: editor/debugger/script_editor_debugger.cpp #: editor/plugins/debugger_editor_plugin.cpp msgid "Step Over" msgstr "한 단계씩 코드 실행" #: editor/debugger/script_editor_debugger.cpp #: editor/plugins/debugger_editor_plugin.cpp msgid "Break" msgstr "정지" #: editor/debugger/script_editor_debugger.cpp editor/editor_file_system.cpp #: editor/plugins/debugger_editor_plugin.cpp msgid "Continue" msgstr "계속" #: editor/debugger/script_editor_debugger.cpp msgid "Thread:" msgstr "스레드:" #: editor/debugger/script_editor_debugger.cpp msgid "Stack Frames" msgstr "스택 프레임" #: editor/debugger/script_editor_debugger.cpp msgid "Filter Stack Variables" msgstr "스택 변수 필터" #: editor/debugger/script_editor_debugger.cpp #: editor/plugins/script_text_editor.cpp msgid "Breakpoints" msgstr "중단점" #: editor/debugger/script_editor_debugger.cpp editor/inspector_dock.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Expand All" msgstr "모두 펼치기" #: editor/debugger/script_editor_debugger.cpp editor/inspector_dock.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Collapse All" msgstr "모두 접기" #: editor/debugger/script_editor_debugger.cpp msgid "Profiler" msgstr "프로파일러" #: editor/debugger/script_editor_debugger.cpp msgid "Visual Profiler" msgstr "비주얼 프로파일러" #: editor/debugger/script_editor_debugger.cpp msgid "List of Video Memory Usage by Resource:" msgstr "리소스 별 비디오 메모리 사용량 목록:" #: editor/debugger/script_editor_debugger.cpp msgid "Total:" msgstr "전체:" #: editor/debugger/script_editor_debugger.cpp msgid "Export list to a CSV file" msgstr "목록을 CSV 파일로 내보내기" #: editor/debugger/script_editor_debugger.cpp msgid "Resource Path" msgstr "리소스 경로" #: editor/debugger/script_editor_debugger.cpp #: scene/resources/visual_shader_nodes.cpp msgid "Type" msgstr "타입" #: editor/debugger/script_editor_debugger.cpp msgid "Format" msgstr "형식" #: editor/debugger/script_editor_debugger.cpp msgid "Usage" msgstr "사용례" #: editor/debugger/script_editor_debugger.cpp msgid "Misc" msgstr "기타" #: editor/debugger/script_editor_debugger.cpp msgid "Clicked Control:" msgstr "클릭된 Control:" #: editor/debugger/script_editor_debugger.cpp msgid "Clicked Control Type:" msgstr "클릭된 컨트롤 타입:" #: editor/debugger/script_editor_debugger.cpp msgid "Live Edit Root:" msgstr "실시간 편집 루트:" #: editor/debugger/script_editor_debugger.cpp msgid "Set From Tree" msgstr "트리에서 설정" #: editor/debugger/script_editor_debugger.cpp msgid "Export measures as CSV" msgstr "CSV로 측정 값 내보내기" #: editor/dependency_editor.cpp msgid "Search Replacement For:" msgstr "바꿀 대상 찾기:" #: editor/dependency_editor.cpp msgid "Dependencies For:" msgstr "종속 관계:" #: editor/dependency_editor.cpp msgid "" "Scene '%s' is currently being edited.\n" "Changes will only take effect when reloaded." msgstr "" "씬 '%s'이(가) 현재 편집되고 있습니다.\n" "변경사항은 다시 불러온 뒤에 반영됩니다." #: editor/dependency_editor.cpp msgid "" "Resource '%s' is in use.\n" "Changes will only take effect when reloaded." msgstr "" "리소스 '%s'이(가) 현재 사용 중입니다.\n" "변경사항은 다시 불러온 뒤에 반영됩니다." #: editor/dependency_editor.cpp msgid "Dependencies" msgstr "종속 관계" #: editor/dependency_editor.cpp editor/editor_resource_picker.cpp #: editor/import/3d/scene_import_settings.cpp #: editor/plugins/animation_library_editor.cpp msgid "Resource" msgstr "리소스" #: editor/dependency_editor.cpp editor/editor_autoload_settings.cpp #: editor/import/3d/scene_import_settings.cpp editor/localization_editor.cpp #: editor/project_manager.cpp msgid "Path" msgstr "경로" #: editor/dependency_editor.cpp msgid "Dependencies:" msgstr "종속 관계:" #: editor/dependency_editor.cpp msgid "Fix Broken" msgstr "망가진 부분 고치기" #: editor/dependency_editor.cpp msgid "Dependency Editor" msgstr "종속 관계 에디터" #: editor/dependency_editor.cpp msgid "Search Replacement Resource:" msgstr "대체 리소스 검색:" #: editor/dependency_editor.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/plugins/packed_scene_editor_plugin.cpp msgid "Open Scene" msgid_plural "Open Scenes" msgstr[0] "씬 열기" #: editor/dependency_editor.cpp editor/editor_help_search.cpp #: editor/editor_node.cpp editor/editor_quick_open.cpp #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp msgid "Open" msgstr "열기" #: editor/dependency_editor.cpp msgid "Owners of: %s (Total: %d)" msgstr "소유자: %s(총: %d)" #: editor/dependency_editor.cpp msgid "Localization remap" msgstr "현지화 리맵핑" #: editor/dependency_editor.cpp msgid "Localization remap for path '%s' and locale '%s'." msgstr "경로 '%s' 및 로케일 '%s'에 대한 현지화 리맵핑입니다." #: editor/dependency_editor.cpp msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" "Depending on your filesystem configuration, the files will either be moved " "to the system trash or deleted permanently." msgstr "" "프로젝트에서 선택된 파일을 제거하시겠습니까? (되돌릴 수 없습니다.)\n" "파일시스템 구성에 따라, 파일은 시스템 휴지동으로 이동되거나 완전히 삭제됩니" "다." #: editor/dependency_editor.cpp msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" "Depending on your filesystem configuration, the files will either be moved " "to the system trash or deleted permanently." msgstr "" "제거하려는 파일은 다른 리소스가 동작하기 위해 필요합니다.\n" "무시하고 제거하시겠습니까? (되돌릴 수 없습니다.)\n" "파일시스템 구성에 따라 파일은 시스템 휴지통으로 이동되거나 완전히 삭제됩니다." #: editor/dependency_editor.cpp editor/surface_upgrade_tool.cpp msgid "Cannot remove:" msgstr "제거할 수 없음:" #: editor/dependency_editor.cpp msgid "Error loading:" msgstr "불러오기 오류:" #: editor/dependency_editor.cpp msgid "Load failed due to missing dependencies:" msgstr "종속 관계가 누락되어서 불러오기에 실패함:" #: editor/dependency_editor.cpp editor/editor_node.cpp msgid "Open Anyway" msgstr "무시하고 열기" #: editor/dependency_editor.cpp msgid "Which action should be taken?" msgstr "어떤 작업을 하시겠습니까?" #: editor/dependency_editor.cpp msgid "Fix Dependencies" msgstr "종속 관계 고치기" #: editor/dependency_editor.cpp msgid "Errors loading!" msgstr "불러오기 오류!" #: editor/dependency_editor.cpp msgid "Permanently delete %d item(s)? (No undo!)" msgstr "%d개의 항목을 영구적으로 삭제할까요? (되돌릴 수 없습니다!)" #: editor/dependency_editor.cpp msgid "Show Dependencies" msgstr "종속 관계 보이기" #: editor/dependency_editor.cpp msgid "Orphan Resource Explorer" msgstr "미사용 리소스 탐색기" #: editor/dependency_editor.cpp msgid "Owns" msgstr "소유함" #: editor/dependency_editor.cpp msgid "Resources Without Explicit Ownership:" msgstr "명확한 소유 관계가 없는 리소스:" #: editor/directory_create_dialog.cpp msgid "Folder name cannot be empty." msgstr "폴더 이름은 비워둘 수 없습니다." #: editor/directory_create_dialog.cpp msgid "Folder name contains invalid characters." msgstr "폴더 이름에 잘못된 문자가 있습니다." #: editor/directory_create_dialog.cpp msgid "Folder name cannot begin or end with a space." msgstr "폴더 이름의 시작이나 끝에 공백 문자를 넣을 수 없습니다." #: editor/directory_create_dialog.cpp msgid "Folder name cannot begin with a dot." msgstr "폴더 이름은 점으로 시작할 수 없습니다." #: editor/directory_create_dialog.cpp msgid "File with that name already exists." msgstr "이 이름으로 된 파일이 이미 있습니다." #: editor/directory_create_dialog.cpp msgid "Folder with that name already exists." msgstr "이 이름으로 된 폴더가 이미 있습니다." #: editor/directory_create_dialog.cpp msgid "Using slashes in folder names will create subfolders recursively." msgstr "" "폴더 이름에 슬래시를 사용하면 해당하는 하위 폴더들을 재귀적으로 만듭니다." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp msgid "Could not create folder." msgstr "폴더를 만들 수 없습니다." #: editor/directory_create_dialog.cpp msgid "Create new folder in %s:" msgstr "%s에 새 폴더 생성:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp msgid "Create Folder" msgstr "폴더 만들기" #: editor/directory_create_dialog.cpp msgid "Folder name is valid." msgstr "폴더 이름이 올바릅니다." #: editor/editor_about.cpp msgid "Double-click to open in browser." msgstr "더블 클릭하여 브라우저에서 엽니다." #: editor/editor_about.cpp msgid "Thanks from the Godot community!" msgstr "Godot 커뮤니티에서 감사드립니다!" #: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp #: editor/project_manager.cpp msgid "(unknown)" msgstr "(알 수 없음)" #: editor/editor_about.cpp msgid "" "Git commit date: %s\n" "Click to copy the version number." msgstr "" "Git 커밋 일자: %s\n" "버전 값을 복사하려면 클릭하세요." #: editor/editor_about.cpp msgid "Godot Engine contributors" msgstr "Godot Engine 기여자" #: editor/editor_about.cpp msgid "Project Founders" msgstr "프로젝트 창립자" #: editor/editor_about.cpp msgid "Lead Developer" msgstr "리드 개발자" #. TRANSLATORS: This refers to a job title. #: editor/editor_about.cpp msgctxt "Job Title" msgid "Project Manager" msgstr "프로젝트 매니저" #: editor/editor_about.cpp msgid "Developers" msgstr "개발자" #: editor/editor_about.cpp msgid "Authors" msgstr "저자" #: editor/editor_about.cpp msgid "Patrons" msgstr "후원자" #: editor/editor_about.cpp msgid "Platinum Sponsors" msgstr "플래티넘 스폰서" #: editor/editor_about.cpp msgid "Gold Sponsors" msgstr "골드 스폰서" #: editor/editor_about.cpp msgid "Silver Sponsors" msgstr "실버 스폰서" #: editor/editor_about.cpp msgid "Diamond Members" msgstr "다이아몬드 멤버" #: editor/editor_about.cpp msgid "Titanium Members" msgstr "티타늄 멤버" #: editor/editor_about.cpp msgid "Platinum Members" msgstr "플래티넘 멤버" #: editor/editor_about.cpp msgid "Gold Members" msgstr "골드 멤버" #: editor/editor_about.cpp msgid "Donors" msgstr "기부자" #: editor/editor_about.cpp editor/plugins/asset_library_editor_plugin.cpp msgid "License" msgstr "라이선스" #: editor/editor_about.cpp msgid "Third-party Licenses" msgstr "제 3자 라이선스" #: editor/editor_about.cpp msgid "" "Godot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following " "is an exhaustive list of all such third-party components with their " "respective copyright statements and license terms." msgstr "" "Godot Engine은 MIT 라이선스와 호환되는 수많은 제 3자 자유 오픈소스 라이브러리" "에 의존합니다. 다음은 그러한 제 3자 구성 요소의 전체 목록과 이에 대응하는 저" "작권 선언문 및 라이선스입니다." #: editor/editor_about.cpp msgid "All Components" msgstr "모든 구성 요소" #: editor/editor_about.cpp msgid "Components" msgstr "구성 요소" #: editor/editor_about.cpp msgid "Licenses" msgstr "라이선스" #: editor/editor_asset_installer.cpp msgid "Error opening asset file for \"%s\" (not in ZIP format)." msgstr "\"%s\"에 대한 애셋 파일을 여는 중 오류 (ZIP 형식이 아닙니다)." #: editor/editor_asset_installer.cpp msgid "%s (already exists)" msgstr "%s (이미 있습니다)" #: editor/editor_asset_installer.cpp msgid "%d file conflicts with your project and won't be installed" msgid_plural "%d files conflict with your project and won't be installed" msgstr[0] "%d개 파일이 프로젝트와 충돌하기 때문에 설치되지 않습니다" #: editor/editor_asset_installer.cpp msgid "This asset doesn't have a root directory, so it can't be ignored." msgstr "이 에셋에는 루트 디렉터리가 없기 때문에 무시할 수 없습니다." #: editor/editor_asset_installer.cpp msgid "Ignore the root directory when extracting files." msgstr "파일을 압축 해제할 때 루트 디렉터리를 무시합니다." #: editor/editor_asset_installer.cpp msgid "Select Install Folder" msgstr "설치 폴더 선택" #: editor/editor_asset_installer.cpp msgid "Uncompressing Assets" msgstr "애셋 압축 풀기" #: editor/editor_asset_installer.cpp msgid "The following files failed extraction from asset \"%s\":" msgstr "에셋 \"%s\"에서 다음 파일의 압축 해제를 실패함:" #: editor/editor_asset_installer.cpp msgid "(and %s more files)" msgstr "(및 더 많은 파일 %s개)" #: editor/editor_asset_installer.cpp msgid "Asset \"%s\" installed successfully!" msgstr "에셋 \"%s\" 가 성공적으로 설치되었습니다!" #: editor/editor_asset_installer.cpp msgid "Success!" msgstr "성공!" #: editor/editor_asset_installer.cpp msgid "Asset:" msgstr "에셋:" #: editor/editor_asset_installer.cpp msgid "Open the list of the asset contents and select which files to install." msgstr "에셋의 파일 목록을 열고 그 중 설치할 파일들을 선택합니다." #: editor/editor_asset_installer.cpp msgid "Change Install Folder" msgstr "설치 폴더 변경" #: editor/editor_asset_installer.cpp msgid "" "Change the folder where the contents of the asset are going to be installed." msgstr "에셋의 파일들을 설치할 폴더를 변경합니다." #: editor/editor_asset_installer.cpp msgid "Ignore asset root" msgstr "에셋 루트 무시" #: editor/editor_asset_installer.cpp msgid "No files conflict with your project" msgstr "프로젝트와 충돌하는 파일이 없습니다" #: editor/editor_asset_installer.cpp msgid "Show contents of the asset and conflicting files." msgstr "에셋과 충돌하는 파일의 내용을 봅니다." #: editor/editor_asset_installer.cpp msgid "Contents of the asset:" msgstr "에셋의 내용:" #: editor/editor_asset_installer.cpp msgid "Installation preview:" msgstr "설치 미리보기:" #: editor/editor_asset_installer.cpp msgid "Configure Asset Before Installing" msgstr "설치 전 에셋 설정" #: editor/editor_asset_installer.cpp editor/editor_node.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Install" msgstr "설치" #: editor/editor_audio_buses.cpp msgid "Speakers" msgstr "스피커" #: editor/editor_audio_buses.cpp msgid "Add Effect" msgstr "이펙트 추가" #: editor/editor_audio_buses.cpp msgid "Rename Audio Bus" msgstr "오디오 버스 이름 바꾸기" #: editor/editor_audio_buses.cpp msgid "Change Audio Bus Volume" msgstr "오디오 버스 볼륨 바꾸기" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Solo" msgstr "오디오 버스 솔로 토글" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Mute" msgstr "오디오 버스 음소거 토글" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Bypass Effects" msgstr "오디오 버스 바이패스 이펙트 토글" #: editor/editor_audio_buses.cpp msgid "Select Audio Bus Send" msgstr "오디오 버스 전송 선택" #: editor/editor_audio_buses.cpp msgid "Add Audio Bus Effect" msgstr "오디오 버스 이펙트 추가" #: editor/editor_audio_buses.cpp msgid "Move Bus Effect" msgstr "버스 이펙트 이동" #: editor/editor_audio_buses.cpp msgid "Delete Bus Effect" msgstr "버스 이펙트 삭제" #: editor/editor_audio_buses.cpp msgid "Drag & drop to rearrange." msgstr "드래그 & 드롭으로 다시 정렬합니다." #: editor/editor_audio_buses.cpp msgid "Solo" msgstr "솔로" #: editor/editor_audio_buses.cpp msgid "Mute" msgstr "음소거" #: editor/editor_audio_buses.cpp msgid "Bypass" msgstr "바이패스" #: editor/editor_audio_buses.cpp msgid "Bus Options" msgstr "버스 옵션" #: editor/editor_audio_buses.cpp msgid "Duplicate Bus" msgstr "버스 복제" #: editor/editor_audio_buses.cpp msgid "Delete Bus" msgstr "버스 삭제" #: editor/editor_audio_buses.cpp msgid "Reset Volume" msgstr "볼륨 재설정" #: editor/editor_audio_buses.cpp msgid "Delete Effect" msgstr "이펙트 삭제" #: editor/editor_audio_buses.cpp #, fuzzy msgid "Toggle Audio Bottom Panel" msgstr "오디오 버스 솔로 토글" #: editor/editor_audio_buses.cpp msgid "Add Audio Bus" msgstr "오디오 버스 추가" #: editor/editor_audio_buses.cpp msgid "Master bus can't be deleted!" msgstr "마스터 버스는 삭제할 수 없습니다!" #: editor/editor_audio_buses.cpp msgid "Delete Audio Bus" msgstr "오디오 버스 삭제" #: editor/editor_audio_buses.cpp msgid "Duplicate Audio Bus" msgstr "오디오 버스 복제" #: editor/editor_audio_buses.cpp msgid "Reset Bus Volume" msgstr "버스 볼륨 재설정" #: editor/editor_audio_buses.cpp msgid "Move Audio Bus" msgstr "오디오 버스 이동" #: editor/editor_audio_buses.cpp msgid "Save Audio Bus Layout As..." msgstr "오디오 버스 레이아웃을 다른 이름으로 저장..." #: editor/editor_audio_buses.cpp msgid "Location for New Layout..." msgstr "새 레이아웃을 저장할 위치..." #: editor/editor_audio_buses.cpp msgid "Open Audio Bus Layout" msgstr "오디오 버스 레이아웃 열기" #: editor/editor_audio_buses.cpp msgid "There is no '%s' file." msgstr "'%s' 파일이 없습니다." #: editor/editor_audio_buses.cpp msgid "Layout:" msgstr "레이아웃:" #: editor/editor_audio_buses.cpp msgid "Invalid file, not an audio bus layout." msgstr "잘못된 파일. 오디오 버스 레이아웃이 아닙니다." #: editor/editor_audio_buses.cpp editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Error saving file: %s" msgstr "파일 저장 중 오류: %s" #: editor/editor_audio_buses.cpp msgid "Add Bus" msgstr "버스 추가" #: editor/editor_audio_buses.cpp msgid "Add a new Audio Bus to this layout." msgstr "이 레이아웃에 새 오디오 버스를 추가합니다." #: editor/editor_audio_buses.cpp editor/editor_build_profile.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp msgid "Load" msgstr "불러오기" #: editor/editor_audio_buses.cpp msgid "Load an existing Bus Layout." msgstr "기존에 있던 버스 레이아웃을 불러옵니다." #: editor/editor_audio_buses.cpp editor/editor_build_profile.cpp #: editor/plugins/animation_library_editor.cpp msgid "Save As" msgstr "다른 이름으로 저장" #: editor/editor_audio_buses.cpp msgid "Save this Bus Layout to a file." msgstr "이 버스 레이아웃을 파일로 저장합니다." #: editor/editor_audio_buses.cpp editor/import_dock.cpp msgid "Load Default" msgstr "디폴트 불러오기" #: editor/editor_audio_buses.cpp msgid "Load the default Bus Layout." msgstr "디폴트 버스 레이아웃을 불러옵니다." #: editor/editor_audio_buses.cpp msgid "Create a new Bus Layout." msgstr "새로운 버스 레이아웃을 만듭니다." #: editor/editor_audio_buses.cpp msgid "Audio Bus Layout" msgstr "오디오 버스 레이아웃" #: editor/editor_autoload_settings.cpp #, fuzzy msgid "Invalid name." msgstr "잘못된 undef입니다." #: editor/editor_autoload_settings.cpp #, fuzzy msgid "Cannot begin with a digit." msgstr "이름이 점으로 시작합니다." #: editor/editor_autoload_settings.cpp #, fuzzy msgid "Valid characters:" msgstr "(문자 %s 위치)" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing engine class name." msgstr "" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing global script class name." msgstr "" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing built-in type name." msgstr "" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing global constant name." msgstr "" #: editor/editor_autoload_settings.cpp #, fuzzy msgid "Keyword cannot be used as an Autoload name." msgstr "" "셰이더 키워드를 매개변수 이름으로 사용할 수 없습니다.\n" "다른 이름을 선택해 주세요." #: editor/editor_autoload_settings.cpp msgid "Autoload '%s' already exists!" msgstr "오토로드 '%s'이(가) 이미 있습니다!" #: editor/editor_autoload_settings.cpp msgid "Rename Autoload" msgstr "오토로드 이름 바꾸기" #: editor/editor_autoload_settings.cpp msgid "Toggle Autoload Globals" msgstr "전역 오토로드 토글" #: editor/editor_autoload_settings.cpp msgid "Move Autoload" msgstr "오토로드 이동" #: editor/editor_autoload_settings.cpp msgid "Remove Autoload" msgstr "오토로드 제거" #: editor/editor_autoload_settings.cpp #: editor/import/audio_stream_import_settings.cpp msgid "Enable" msgstr "활성화" #: editor/editor_autoload_settings.cpp msgid "Rearrange Autoloads" msgstr "오토로드 다시 정렬" #: editor/editor_autoload_settings.cpp msgid "Can't add Autoload:" msgstr "오토로드를 추가할 수 없음:" #: editor/editor_autoload_settings.cpp msgid "%s is an invalid path. File does not exist." msgstr "%s는 잘못된 경로입니다. 파일이 존재하지 않습니다." #: editor/editor_autoload_settings.cpp msgid "%s is an invalid path. Not in resource path (res://)." msgstr "%s는 잘못된 경로입니다. 리소스 경로(res://)에 있지 않습니다." #: editor/editor_autoload_settings.cpp msgid "Add Autoload" msgstr "오토로드 추가" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp #: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "경로:" #: editor/editor_autoload_settings.cpp msgid "Set path or press \"%s\" to create a script." msgstr "" #: editor/editor_autoload_settings.cpp msgid "Node Name:" msgstr "노드 이름:" #: editor/editor_autoload_settings.cpp msgid "Global Variable" msgstr "전역 변수" #: editor/editor_build_profile.cpp msgid "3D Engine" msgstr "3D 엔진" #: editor/editor_build_profile.cpp msgid "2D Physics" msgstr "2D 물리" #: editor/editor_build_profile.cpp msgid "3D Physics" msgstr "3D 물리" #: editor/editor_build_profile.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Navigation" msgstr "네비게이션" #: editor/editor_build_profile.cpp msgid "XR" msgstr "XR" #: editor/editor_build_profile.cpp msgid "RenderingDevice" msgstr "RenderingDevice" #: editor/editor_build_profile.cpp msgid "OpenGL" msgstr "OpenGL" #: editor/editor_build_profile.cpp msgid "Vulkan" msgstr "Vulkan" #: editor/editor_build_profile.cpp msgid "Text Server: Fallback" msgstr "텍스트 서버: 폴백" #: editor/editor_build_profile.cpp msgid "Text Server: Advanced" msgstr "텍스트 서버: 고급" #: editor/editor_build_profile.cpp msgid "TTF, OTF, Type 1, WOFF1 Fonts" msgstr "TTF, OTF, Type 1, WOFF1 글꼴" #: editor/editor_build_profile.cpp msgid "WOFF2 Fonts" msgstr "WOFF2 글꼴" #: editor/editor_build_profile.cpp msgid "SIL Graphite Fonts" msgstr "SIL Graphite 글꼴" #: editor/editor_build_profile.cpp msgid "Multi-channel Signed Distance Field Font Rendering" msgstr "MSDF (다채널 부호화 디스턴스 필드) 폰트 렌더링" #: editor/editor_build_profile.cpp msgid "3D Nodes as well as RenderingServer access to 3D features." msgstr "3D 노드 지원과 더불어 렌더링 서버가 3D 기능을 사용할 수 있게 합니다." #: editor/editor_build_profile.cpp msgid "2D Physics nodes and PhysicsServer2D." msgstr "2D 물리 노드와 PhysicsServer2D입니다." #: editor/editor_build_profile.cpp msgid "3D Physics nodes and PhysicsServer3D." msgstr "3D 물리 노드와 PhysicsServer3D입니다." #: editor/editor_build_profile.cpp msgid "Navigation, both 2D and 3D." msgstr "2D와 3D에서 사용하는 네비게이션 기능입니다." #: editor/editor_build_profile.cpp msgid "XR (AR and VR)." msgstr "XR (AR 및 VR)입니다." #: editor/editor_build_profile.cpp msgid "" "RenderingDevice based rendering (if disabled, the OpenGL back-end is " "required)." msgstr "" "RenderingDevice 기반 렌더링입니다. 비활성화된 경우 OpenGL 백엔드가 필요합니" "다." #: editor/editor_build_profile.cpp msgid "" "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "" "OpenGL 백엔드입니다. 비활성화된 경우 RenderingDevice 백엔드가 필요합니다." #: editor/editor_build_profile.cpp msgid "Vulkan back-end of RenderingDevice." msgstr "RenderingDevice가 사용하는 Vulkan 백엔드입니다." #: editor/editor_build_profile.cpp msgid "" "Fallback implementation of Text Server\n" "Supports basic text layouts." msgstr "" "텍스트 서버의 대체 구현.\n" "기본적인 텍스트 레이아웃만을 지원합니다." #: editor/editor_build_profile.cpp msgid "" "Text Server implementation powered by ICU and HarfBuzz libraries.\n" "Supports complex text layouts, BiDi, and contextual OpenType font features." msgstr "" "ICU 및 HarfBuzz 라이브러리로 구동되는 텍스트 서버 구현.\n" "복잡한 텍스트 레이아웃, BiDi 및 상황에 맞는 OpenType 글꼴 기능을 지원합니다." #: editor/editor_build_profile.cpp msgid "" "TrueType, OpenType, Type 1, and WOFF1 font format support using FreeType " "library (if disabled, WOFF2 support is also disabled)." msgstr "" "FreeType 라이브러리를 사용하여 트루타입, 오픈타입, Type 1 및 WOFF1 글꼴 형식" "을 지원합니다. 비활성화하면 WOFF2 지원도 비활성화됩니다." #: editor/editor_build_profile.cpp msgid "WOFF2 font format support using FreeType and Brotli libraries." msgstr "FreeType 및 Brotli 라이브러리를 사용하여 WOFF2 글꼴 형식을 지원합니다." #: editor/editor_build_profile.cpp msgid "" "SIL Graphite smart font technology support (supported by Advanced Text " "Server only)." msgstr "" "SIL Graphite 스마트 글꼴 기술을 지원합니다. 고급 텍스트 서버에서만 사용 가능" "합니다." #: editor/editor_build_profile.cpp msgid "" "Multi-channel signed distance field font rendering support using msdfgen " "library (pre-rendered MSDF fonts can be used even if this option disabled)." msgstr "" "msdfgen 라이브러리를 이용한 MSDF (다채널 부호화 디스턴스 필드) 폰트 렌더링을 " "지원합니다. 이 옵션을 비활성화해도 사전 렌더링된 MSDF 글꼴은 사용할 수 있습니" "다." #: editor/editor_build_profile.cpp msgid "General Features:" msgstr "주요 기능:" #: editor/editor_build_profile.cpp msgid "Text Rendering and Font Options:" msgstr "텍스트 렌더링 및 글꼴 옵션:" #: editor/editor_build_profile.cpp #, fuzzy msgid "Reset the edited profile?" msgstr "선택된 포즈 재설정" #: editor/editor_build_profile.cpp msgid "File saving failed." msgstr "파일 저장 실패." #: editor/editor_build_profile.cpp #, fuzzy msgid "Create a new profile?" msgstr "새 폴더를 만듭니다." #: editor/editor_build_profile.cpp msgid "This will scan all files in the current project to detect used classes." msgstr "" #: editor/editor_build_profile.cpp editor/editor_feature_profile.cpp msgid "Nodes and Classes:" msgstr "노드와 클래스:" #: editor/editor_build_profile.cpp editor/editor_feature_profile.cpp msgid "File '%s' format is invalid, import aborted." msgstr "파일 '%s' 형식이 올바르지 않습니다. 가져오기를 중단합니다." #: editor/editor_build_profile.cpp editor/editor_feature_profile.cpp msgid "Error saving profile to path: '%s'." msgstr "프로필을 경로에 저장하는 중 오류: '%s'." #: editor/editor_build_profile.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "New" msgstr "새로 만들기" #: editor/editor_build_profile.cpp editor/editor_node.cpp #: editor/editor_resource_picker.cpp editor/gui/editor_file_dialog.cpp #: editor/import_defaults_editor.cpp editor/inspector_dock.cpp #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "저장" #: editor/editor_build_profile.cpp msgid "Profile:" msgstr "프로필:" #: editor/editor_build_profile.cpp editor/import_defaults_editor.cpp msgid "Reset to Defaults" msgstr "기본값으로 재설정" #: editor/editor_build_profile.cpp msgid "Detect from Project" msgstr "프로젝트에서 자동 감지" #: editor/editor_build_profile.cpp msgid "Actions:" msgstr "액션:" #: editor/editor_build_profile.cpp #, fuzzy msgid "Configure Engine Compilation Profile:" msgstr "엔진 빌드 프로필 구성:" #: editor/editor_build_profile.cpp msgid "Please Confirm:" msgstr "확인해주세요:" #: editor/editor_build_profile.cpp #, fuzzy msgid "Engine Compilation Profile" msgstr "엔진 빌드 프로필" #: editor/editor_build_profile.cpp msgid "Load Profile" msgstr "프로필 가져오기" #: editor/editor_build_profile.cpp editor/editor_feature_profile.cpp msgid "Export Profile" msgstr "프로필 내보내기" #: editor/editor_build_profile.cpp msgid "Forced Classes on Detect:" msgstr "감지 시 강제할 클래스:" #: editor/editor_build_profile.cpp #, fuzzy msgid "Edit Compilation Configuration Profile" msgstr "빌드 설정 프로필 편집" #: editor/editor_command_palette.cpp msgid "" "Failed to execute command \"%s\":\n" "%s." msgstr "" "명령 \"%s\"를 실행할 수 없습니다:\n" "%s." #: editor/editor_command_palette.cpp msgid "Filter Commands" msgstr "명령어 필터" #: editor/editor_data.cpp msgid "Paste Params" msgstr "매개변수 붙여넣기" #: editor/editor_data.cpp msgid "Updating Scene" msgstr "씬 업데이트 중" #: editor/editor_data.cpp msgid "Storing local changes..." msgstr "로컬 변경사항을 저장하는 중..." #: editor/editor_data.cpp msgid "Updating scene..." msgstr "씬 업데이트 중..." #: editor/editor_data.cpp msgid "[empty]" msgstr "[비었음]" #: editor/editor_data.cpp editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp msgid "[unsaved]" msgstr "[저장되지 않음]" #: editor/editor_dock_manager.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "%s - Godot Engine" msgstr "%s - Godot 엔진" #: editor/editor_dock_manager.cpp #, fuzzy msgid "Move this dock right one tab." msgstr "이 독을 창으로 띄웁니다." #: editor/editor_dock_manager.cpp #, fuzzy msgid "Move this dock left one tab." msgstr "이 독을 창으로 띄웁니다." #: editor/editor_dock_manager.cpp msgid "Dock Position" msgstr "독 위치" #: editor/editor_dock_manager.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Make Floating" msgstr "창 띄우기" #: editor/editor_dock_manager.cpp msgid "Make this dock floating." msgstr "이 독을 창으로 띄웁니다." #: editor/editor_dock_manager.cpp msgid "Move to Bottom" msgstr "아래로 이동" #: editor/editor_dock_manager.cpp msgid "Move this dock to the bottom panel." msgstr "" #: editor/editor_dock_manager.cpp #, fuzzy msgid "Close this dock." msgstr "이 트랙을 제거합니다." #: editor/editor_feature_profile.cpp msgid "3D Editor" msgstr "3D 에디터" #: editor/editor_feature_profile.cpp editor/plugins/script_editor_plugin.cpp msgid "Script Editor" msgstr "스크립트 에디터" #: editor/editor_feature_profile.cpp editor/project_manager.cpp msgid "Asset Library" msgstr "애셋 라이브러리" #: editor/editor_feature_profile.cpp msgid "Scene Tree Editing" msgstr "씬 트리 편집" #: editor/editor_feature_profile.cpp msgid "Node Dock" msgstr "노드 독" #: editor/editor_feature_profile.cpp msgid "FileSystem Dock" msgstr "파일시스템 독" #: editor/editor_feature_profile.cpp msgid "Import Dock" msgstr "가져오기 독" #: editor/editor_feature_profile.cpp msgid "History Dock" msgstr "작업 내역 독" #: editor/editor_feature_profile.cpp msgid "Allows to view and edit 3D scenes." msgstr "3D 씬을 보고 편집할 수 있습니다." #: editor/editor_feature_profile.cpp msgid "Allows to edit scripts using the integrated script editor." msgstr "통합된 스크립트 에디터를 사용해 스크립트를 편집할 수 있습니다." #: editor/editor_feature_profile.cpp msgid "Provides built-in access to the Asset Library." msgstr "에셋 라이브러리에 대한 내장된 접근을 제공합니다." #: editor/editor_feature_profile.cpp msgid "Allows editing the node hierarchy in the Scene dock." msgstr "씬 독에서 노드 계층 구조를 편집할 수 있습니다." #: editor/editor_feature_profile.cpp msgid "" "Allows to work with signals and groups of the node selected in the Scene " "dock." msgstr "씬 독에서 선택된 노드의 시그널과 그룹을 조작할 수 있습니다." #: editor/editor_feature_profile.cpp msgid "Allows to browse the local file system via a dedicated dock." msgstr "전용 독을 통해 로컬 파일 시스템을 탐색할 수 있습니다." #: editor/editor_feature_profile.cpp msgid "" "Allows to configure import settings for individual assets. Requires the " "FileSystem dock to function." msgstr "" "개별 애셋에 대한 가져오기 설정을 구성할 수 있습니다. 작동하려면 파일시스템 독" "이 필요합니다." #: editor/editor_feature_profile.cpp msgid "Provides an overview of the editor's and each scene's undo history." msgstr "편집기 및 각 씬의 실행 취소 기록에 대한 개요를 제공합니다." #: editor/editor_feature_profile.cpp msgid "(current)" msgstr "(현재)" #: editor/editor_feature_profile.cpp msgid "(none)" msgstr "(없음)" #: editor/editor_feature_profile.cpp msgid "Remove currently selected profile, '%s'? Cannot be undone." msgstr "현재 선택된 프로필 '%s'을 제거하시겠습니까? 되돌릴 수 없습니다." #: editor/editor_feature_profile.cpp msgid "Profile must be a valid filename and must not contain '.'" msgstr "프로필 이름은 '.' 이 없는 올바른 파일 이름이어야 합니다" #: editor/editor_feature_profile.cpp msgid "Profile with this name already exists." msgstr "이 이름으로 된 프로필이 이미 있습니다." #: editor/editor_feature_profile.cpp msgid "(Editor Disabled, Properties Disabled)" msgstr "(에디터 비활성화됨, 속성 비활성화됨)" #: editor/editor_feature_profile.cpp msgid "(Properties Disabled)" msgstr "(속성 비활성회됨)" #: editor/editor_feature_profile.cpp msgid "(Editor Disabled)" msgstr "(에디터 비활성화됨)" #: editor/editor_feature_profile.cpp msgid "Class Options:" msgstr "클래스 옵션:" #: editor/editor_feature_profile.cpp msgid "Enable Contextual Editor" msgstr "상황별 에디터 활성화" #: editor/editor_feature_profile.cpp msgid "Class Properties:" msgstr "클래스 속성:" #: editor/editor_feature_profile.cpp msgid "Main Features:" msgstr "주요 기능:" #: editor/editor_feature_profile.cpp msgid "" "Profile '%s' already exists. Remove it first before importing, import " "aborted." msgstr "" "프로필 '%s'이(가) 이미 있습니다. 가져오기 전에 이미 있는 프로필을 먼저 제거하" "세요. 가져오기를 중단합니다." #: editor/editor_feature_profile.cpp #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Reset to Default" msgstr "디폴트로 재설정" #: editor/editor_feature_profile.cpp msgid "Current Profile:" msgstr "현재 프로필:" #: editor/editor_feature_profile.cpp msgid "Create Profile" msgstr "프로필 만들기" #: editor/editor_feature_profile.cpp msgid "Remove Profile" msgstr "프로필 제거" #: editor/editor_feature_profile.cpp msgid "Available Profiles:" msgstr "사용 가능한 프로필:" #: editor/editor_feature_profile.cpp msgid "Make Current" msgstr "현재 프로필로 설정" #: editor/editor_feature_profile.cpp editor/editor_node.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_manager.cpp msgid "Import" msgstr "가져오기" #: editor/editor_feature_profile.cpp editor/editor_node.cpp #: editor/export/project_export.cpp platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp msgid "Export" msgstr "내보내기" #: editor/editor_feature_profile.cpp msgid "Configure Selected Profile:" msgstr "선택된 프로필 구성:" #: editor/editor_feature_profile.cpp msgid "Extra Options:" msgstr "별도의 옵션:" #: editor/editor_feature_profile.cpp msgid "Create or import a profile to edit available classes and properties." msgstr "사용 가능한 클래스와 속성을 편집하려면 프로필을 만들거나 가져오세요." #: editor/editor_feature_profile.cpp msgid "New profile name:" msgstr "새 프로필 이름:" #: editor/editor_feature_profile.cpp msgid "Godot Feature Profile" msgstr "Godot 기능 프로필" #: editor/editor_feature_profile.cpp msgid "Import Profile(s)" msgstr "프로필 가져오기" #: editor/editor_feature_profile.cpp msgid "Manage Editor Feature Profiles" msgstr "에디터 기능 프로필 관리" #: editor/editor_file_system.cpp #, fuzzy msgid "Some extensions need the editor to restart to take effect." msgstr "변경사항을 반영하려면 에디터를 다시 시작해야 합니다." #: editor/editor_file_system.cpp #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Restart" msgstr "다시 시작" #: editor/editor_file_system.cpp editor/editor_node.cpp #: editor/editor_settings_dialog.cpp editor/project_settings_editor.cpp #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Save & Restart" msgstr "저장 & 다시 시작" #: editor/editor_file_system.cpp msgid "ScanSources" msgstr "소스 스캔중" #: editor/editor_file_system.cpp #, fuzzy msgid "Update Scene Groups" msgstr "씬에서 업데이트" #: editor/editor_file_system.cpp #, fuzzy msgid "Updating Scene Groups..." msgstr "씬 업데이트 중..." #: editor/editor_file_system.cpp msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "" "파일 %s을(를) 가리키고 있는 다른 타입의 여러 개의 임포터가 있으므로 가져오기" "가 중단되었습니다" #: editor/editor_file_system.cpp msgid "(Re)Importing Assets" msgstr "애셋 (다시) 가져오는 중" #: editor/editor_file_system.cpp msgid "Import resources of type: %s" msgstr "가져올 리소스의 타입: %s" #: editor/editor_help.cpp msgid "No return value." msgstr "반환값이 없습니다." #: editor/editor_help.cpp msgid "This value is an integer composed as a bitmask of the following flags." msgstr "이 값은 다음과 같은 플래그들의 비트마스크로 이루어진 정수입니다." #: editor/editor_help.cpp msgid "Deprecated" msgstr "사용되지 않음" #: editor/editor_help.cpp msgid "Experimental" msgstr "실험적" #: editor/editor_help.cpp msgid "Deprecated:" msgstr "사용되지 않음:" #: editor/editor_help.cpp msgid "Experimental:" msgstr "실험적:" #: editor/editor_help.cpp msgid "This method supports a variable number of arguments." msgstr "이 메서드는 다양한 인수를 지원합니다." #: editor/editor_help.cpp msgid "" "This method is called by the engine.\n" "It can be overridden to customize built-in behavior." msgstr "" "이 메서드는 엔진에서 호출됩니다.\n" "이 메서드를 재정의하여 기본 제공 동작을 사용자 정의할 수 있습니다." #: editor/editor_help.cpp msgid "" "This method has no side effects.\n" "It does not modify the object in any way." msgstr "" "이 방법은 부작용이 없습니다.\n" "어떤 방식으로든 객체를 수정하지 않습니다." #: editor/editor_help.cpp msgid "" "This method does not need an instance to be called.\n" "It can be called directly using the class name." msgstr "" "이 메서드는 호출할 인스턴스가 필요하지 않습니다.\n" "클래스 이름을 사용하여 직접 호출할 수 있습니다." #: editor/editor_help.cpp msgid "Constructors" msgstr "생성자" #: editor/editor_help.cpp msgid "Operators" msgstr "연산자" #: editor/editor_help.cpp msgid "Method Descriptions" msgstr "메서드 설명" #: editor/editor_help.cpp msgid "Constructor Descriptions" msgstr "생성자 설명" #: editor/editor_help.cpp msgid "Operator Descriptions" msgstr "연산자 설명" #: editor/editor_help.cpp msgid "This method may be changed or removed in future versions." msgstr "이 메서드는 향후 버전에서 변경되거나 삭제될 수도 있습니다." #: editor/editor_help.cpp msgid "This constructor may be changed or removed in future versions." msgstr "이 생성자는 향후 버전에서 변경되거나 삭제될 수도 있습니다." #: editor/editor_help.cpp msgid "This operator may be changed or removed in future versions." msgstr "이 연산자는 향후 버전에서 변경되거나 삭제될 수도 있습니다." #: editor/editor_help.cpp msgid "Error codes returned:" msgstr "반환된 오류 코드:" #: editor/editor_help.cpp msgid "There is currently no description for this method." msgstr "현재 이 메서드에 대한 설명이 없습니다." #: editor/editor_help.cpp msgid "There is currently no description for this constructor." msgstr "현재 이 생성자에 대한 설명이 없습니다." #: editor/editor_help.cpp msgid "There is currently no description for this operator." msgstr "현재 이 연산자에 대한 설명이 없습니다." #: editor/editor_help.cpp msgid "" "There is currently no description for this method. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "현재 이 메서드의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하" "여[/url][/color] 개선할 수 있도록 도와주세요!" #: editor/editor_help.cpp msgid "" "There is currently no description for this constructor. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "현재 이 생성자의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하" "여[/url][/color] 개선할 수 있도록 도와주세요!" #: editor/editor_help.cpp msgid "" "There is currently no description for this operator. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "현재 이 연산자의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하" "여[/url][/color] 개선할 수 있도록 도와주세요!" #: editor/editor_help.cpp msgid "Top" msgstr "위쪽" #: editor/editor_help.cpp msgid "Class:" msgstr "클래스:" #: editor/editor_help.cpp msgid "This class may be changed or removed in future versions." msgstr "이 클래스는 향후 버전에서 변경되거나 삭제될 수도 있습니다." #: editor/editor_help.cpp editor/gui/scene_tree_editor.cpp #: editor/script_create_dialog.cpp msgid "Inherits:" msgstr "상속:" #: editor/editor_help.cpp msgid "Inherited by:" msgstr "상속한 클래스:" #: editor/editor_help.cpp editor/group_settings_editor.cpp msgid "Description" msgstr "설명" #: editor/editor_help.cpp msgid "There is currently no description for this class." msgstr "현재 이 클래스에 대한 설명이 없습니다." #: editor/editor_help.cpp msgid "" "There is currently no description for this class. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "현재 이 클래스의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하" "여[/url][/color] 개선할 수 있도록 도와주세요!" #: editor/editor_help.cpp msgid "Note:" msgstr "" #: editor/editor_help.cpp msgid "" "There are notable differences when using this API with C#. See [url=%s]C# " "API differences to GDScript[/url] for more information." msgstr "" "이 API는 C#에서 사용될 때 큰 차이가 있습니다. 자세한 내용은 [url=%s]C# API와 " "GDScript의 차이점[/url]을 참조하십시오." #: editor/editor_help.cpp msgid "Online Tutorials" msgstr "온라인 튜토리얼" #: editor/editor_help.cpp modules/multiplayer/editor/replication_editor.cpp msgid "Properties" msgstr "속성" #: editor/editor_help.cpp msgid "overrides %s:" msgstr "%s 오버라이드:" #: editor/editor_help.cpp msgid "default:" msgstr "기본값:" #: editor/editor_help.cpp msgid "property:" msgstr "속성:" #: editor/editor_help.cpp msgid "Theme Properties" msgstr "테마 속성" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Colors" msgstr "색상" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Constants" msgstr "상수" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Fonts" msgstr "글꼴" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Font Sizes" msgstr "글꼴 크기" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Icons" msgstr "아이콘" #: editor/editor_help.cpp msgid "Styles" msgstr "스타일" #: editor/editor_help.cpp msgid "There is currently no description for this theme property." msgstr "현재 이 테마 속성에 대한 설명이 없습니다." #: editor/editor_help.cpp msgid "" "There is currently no description for this theme property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "현재 이 테마 속성의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여" "하여[/url][/color] 개선할 수 있도록 도와주세요!" #: editor/editor_help.cpp msgid "This signal may be changed or removed in future versions." msgstr "이 시그널은 향후 버전에서 변경되거나 삭제될 수도 있습니다." #: editor/editor_help.cpp msgid "There is currently no description for this signal." msgstr "현재 이 시그널에 대한 설명이 없습니다." #: editor/editor_help.cpp msgid "" "There is currently no description for this signal. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "현재 이 시그널의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하" "여[/url][/color] 개선할 수 있도록 도와주세요!" #: editor/editor_help.cpp msgid "Enumerations" msgstr "열거형" #: editor/editor_help.cpp msgid "This enumeration may be changed or removed in future versions." msgstr "이 열거형은 향후 버전에서 변경되거나 삭제될 수도 있습니다." #: editor/editor_help.cpp msgid "This constant may be changed or removed in future versions." msgstr "이 상수는 향후 버전에서 변경되거나 삭제될 수도 있습니다." #: editor/editor_help.cpp msgid "Annotations" msgstr "어노테이션" #: editor/editor_help.cpp msgid "There is currently no description for this annotation." msgstr "현재 이 어노테이션에 대한 설명이 없습니다." #: editor/editor_help.cpp msgid "" "There is currently no description for this annotation. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "현재 이 어노테이션의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기" "여하여[/url][/color] 개선할 수 있도록 도와주세요!" #: editor/editor_help.cpp msgid "Property Descriptions" msgstr "속성 설명" #: editor/editor_help.cpp msgid "(value)" msgstr "(값)" #: editor/editor_help.cpp msgid "This property may be changed or removed in future versions." msgstr "이 속성은 향후 버전에서 변경되거나 삭제될 수도 있습니다." #: editor/editor_help.cpp msgid "" "[b]Note:[/b] The returned array is [i]copied[/i] and any changes to it will " "not update the original property value. See [%s] for more details." msgstr "" #: editor/editor_help.cpp msgid "There is currently no description for this property." msgstr "현재 이 속성에 대한 설명이 없습니다." #: editor/editor_help.cpp msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "현재 이 속성의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하여" "[/url][/color] 개선할 수 있도록 도와주세요!" #: editor/editor_help.cpp editor/editor_node.cpp #: editor/script_create_dialog.cpp msgid "Editor" msgstr "에디터" #: editor/editor_help.cpp msgid "Click to copy." msgstr "" #: editor/editor_help.cpp msgid "No description available." msgstr "사용 가능한 설명이 없습니다." #: editor/editor_help.cpp msgid "Metadata:" msgstr "메타데이터:" #: editor/editor_help.cpp #, fuzzy msgid "Setting:" msgstr "설정:" #: editor/editor_help.cpp msgid "Property:" msgstr "속성:" #: editor/editor_help.cpp #, fuzzy msgid "Internal Property:" msgstr "프로젝트 설치:" #: editor/editor_help.cpp msgid "This property can only be set in the Inspector." msgstr "이 속성은 인스펙터에서만 설정할 수 있습니다." #: editor/editor_help.cpp msgid "Method:" msgstr "메서드:" #: editor/editor_help.cpp msgid "Signal:" msgstr "시그널:" #: editor/editor_help.cpp msgid "Theme Property:" msgstr "테마 속성:" #: editor/editor_help.cpp #, fuzzy msgid "%d match." msgstr "%d개 일치" #: editor/editor_help.cpp msgid "%d matches." msgstr "%d개 일치." #: editor/editor_help_search.cpp msgid "Constructor" msgstr "생성자" #: editor/editor_help_search.cpp msgid "Method" msgstr "메서드" #: editor/editor_help_search.cpp msgid "Operator" msgstr "연산자" #: editor/editor_help_search.cpp editor/plugins/script_text_editor.cpp msgid "Signal" msgstr "시그널" #: editor/editor_help_search.cpp editor/plugins/curve_editor_plugin.cpp msgid "Constant" msgstr "상수" #: editor/editor_help_search.cpp editor/inspector_dock.cpp msgid "Property" msgstr "속성" #: editor/editor_help_search.cpp msgid "Theme Property" msgstr "테마 속성" #: editor/editor_help_search.cpp msgid "Annotation" msgstr "어노테이션" #: editor/editor_help_search.cpp editor/plugins/script_editor_plugin.cpp msgid "Search Help" msgstr "도움말 검색" #: editor/editor_help_search.cpp msgid "Case Sensitive" msgstr "대소문자 구분" #: editor/editor_help_search.cpp msgid "Show Hierarchy" msgstr "계층 구조 보이기" #: editor/editor_help_search.cpp msgid "Display All" msgstr "모두 표시" #: editor/editor_help_search.cpp msgid "Classes Only" msgstr "클래스만" #: editor/editor_help_search.cpp msgid "Constructors Only" msgstr "생성자만 표시" #: editor/editor_help_search.cpp msgid "Methods Only" msgstr "메서드만 표시" #: editor/editor_help_search.cpp msgid "Operators Only" msgstr "연산자만 표시" #: editor/editor_help_search.cpp msgid "Signals Only" msgstr "시그널만 표시" #: editor/editor_help_search.cpp msgid "Annotations Only" msgstr "어노테이션만 표시" #: editor/editor_help_search.cpp msgid "Constants Only" msgstr "상수만 표시" #: editor/editor_help_search.cpp msgid "Properties Only" msgstr "속성만 표시" #: editor/editor_help_search.cpp msgid "Theme Properties Only" msgstr "테마 속성만 표시" #: editor/editor_help_search.cpp msgid "Member Type" msgstr "멤버 타입" #: editor/editor_help_search.cpp msgid "(constructors)" msgstr "(생성자)" #: editor/editor_help_search.cpp msgid "Keywords" msgstr "키워드" #: editor/editor_help_search.cpp msgid "Class" msgstr "클래스" #: editor/editor_help_search.cpp msgid "This member is marked as deprecated." msgstr "이 멤버는 사용되지 않는 것으로 표시되어 있습니다." #: editor/editor_help_search.cpp msgid "This member is marked as experimental." msgstr "이 멤버는 실험단계로 표시됩니다." #: editor/editor_inspector.cpp msgid "Pin Value" msgstr "값 고정" #: editor/editor_inspector.cpp msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "값 고정 ['%s'이(가) 에디터 전용이므로 비활성화됨]" #: editor/editor_inspector.cpp msgid "" "Pinning a value forces it to be saved even if it's equal to the default." msgstr "값을 고정하면 값이 기본값과 같더라도 강제로 저장됩니다." #: editor/editor_inspector.cpp msgid "(%d change)" msgid_plural "(%d changes)" msgstr[0] "(변경 사항 %d개)" #: editor/editor_inspector.cpp msgid "Add element to property array with prefix %s." msgstr "접두어 %s를 가진 속성 배열에 요소를 추가합니다." #: editor/editor_inspector.cpp msgid "Remove element %d from property array with prefix %s." msgstr "요소 %d개를 접두어 %s를 가진 속성 배열에서 제거합니다." #: editor/editor_inspector.cpp msgid "Move element %d to position %d in property array with prefix %s." msgstr "" "%d번 요소의 위치를 %d번으로, 접두어 %s를 가진 속성 배열 내에서 이동합니다." #: editor/editor_inspector.cpp msgid "Clear Property Array with Prefix %s" msgstr "접두어 %s를 가진 속성 배열 비우기" #: editor/editor_inspector.cpp msgid "Resize Property Array with Prefix %s" msgstr "접두어 %s를 가진 속성 배열 크기 변경" #: editor/editor_inspector.cpp msgid "Element %d: %s%d*" msgstr "요소 %d: %s%d*" #: editor/editor_inspector.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp msgid "Move Up" msgstr "위로 이동" #: editor/editor_inspector.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp msgid "Move Down" msgstr "아래로 이동" #: editor/editor_inspector.cpp msgid "Insert New Before" msgstr "앞에 새로 삽입" #: editor/editor_inspector.cpp msgid "Insert New After" msgstr "뒤에 새로 삽입" #: editor/editor_inspector.cpp msgid "Clear Array" msgstr "배열 비우기" #: editor/editor_inspector.cpp msgid "Resize Array..." msgstr "배열 크기 변경..." #: editor/editor_inspector.cpp editor/editor_properties_array_dict.cpp msgid "Add Element" msgstr "요소 추가" #: editor/editor_inspector.cpp msgid "Resize Array" msgstr "배열 크기 바꾸기" #: editor/editor_inspector.cpp msgid "New Size:" msgstr "새로운 크기:" #: editor/editor_inspector.cpp msgid "Element %s" msgstr "요소 %s" #: editor/editor_inspector.cpp msgid "Add Metadata" msgstr "메타데이터 추가" #: editor/editor_inspector.cpp editor/scene_tree_dock.cpp msgid "Set %s" msgstr "Set %s" #. TRANSLATORS: This is describing a change to multiple properties at once. The parameter is a list of property names. #: editor/editor_inspector.cpp msgid "Set Multiple: %s" msgstr "다수 변경: %s" #: editor/editor_inspector.cpp msgid "Remove metadata %s" msgstr "메타데이터 %s 제거" #: editor/editor_inspector.cpp #, fuzzy msgid "Pinned %s" msgstr "%s 고정 해제됨" #: editor/editor_inspector.cpp msgid "Unpinned %s" msgstr "%s 고정 해제됨" #: editor/editor_inspector.cpp msgid "Add metadata %s" msgstr "메타데이터 %s 추가" #: editor/editor_inspector.cpp msgid "Metadata name can't be empty." msgstr "메타데이터 이름은 비워둘 수 없습니다." #: editor/editor_inspector.cpp msgid "Metadata name must be a valid identifier." msgstr "메타데이터 이름은 올바른 식별자여야 합니다." #: editor/editor_inspector.cpp msgid "Metadata with name \"%s\" already exists." msgstr "이름 '%s'을(를) 가진 메타데이터가 이미 있습니다." #: editor/editor_inspector.cpp msgid "Names starting with _ are reserved for editor-only metadata." msgstr "_로 시작하는 이름은 편집기 전용 메타데이터를 위해 예약되어 있습니다." #: editor/editor_inspector.cpp editor/editor_properties.cpp #: editor/export/project_export.cpp editor/filesystem_dock.cpp #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp msgid "Name:" msgstr "이름:" #: editor/editor_inspector.cpp msgid "Metadata name is valid." msgstr "메타데이터 이름이 올바릅니다." #: editor/editor_inspector.cpp msgid "Add Metadata Property for \"%s\"" msgstr "\"%s\"에 메타데이터 추가하기" #: editor/editor_inspector.cpp msgid "Copy Value" msgstr "값 복사" #: editor/editor_inspector.cpp msgid "Paste Value" msgstr "값 붙여넣기" #: editor/editor_inspector.cpp msgid "Copy Property Path" msgstr "속성 경로 복사" #: editor/editor_interface.cpp msgid "Creating Mesh Previews" msgstr "메시 미리보기 만드는 중" #: editor/editor_interface.cpp msgid "Thumbnail..." msgstr "썸네일..." #: editor/editor_layouts_dialog.cpp msgid "Select existing layout:" msgstr "존재하는 레이아웃 선택:" #: editor/editor_layouts_dialog.cpp msgid "Or enter new layout name" msgstr "또는 새로운 레이아웃 이름 입력" #: editor/editor_locale_dialog.cpp msgid "Changed Locale Language Filter" msgstr "로케일 언어 필터 변경됨" #: editor/editor_locale_dialog.cpp msgid "Changed Locale Script Filter" msgstr "로케일 스크립트 필터 변경됨" #: editor/editor_locale_dialog.cpp msgid "Changed Locale Country Filter" msgstr "로케일 국가 필터 변경됨" #: editor/editor_locale_dialog.cpp msgid "Changed Locale Filter Mode" msgstr "로케일 필터 모드 변경됨" #: editor/editor_locale_dialog.cpp msgid "[Default]" msgstr "[기본]" #: editor/editor_locale_dialog.cpp msgid "Select a Locale" msgstr "로케일 선택" #: editor/editor_locale_dialog.cpp msgid "Show All Locales" msgstr "모든 로케일 보이기" #: editor/editor_locale_dialog.cpp msgid "Show Selected Locales Only" msgstr "선택한 로케일만 보이기" #: editor/editor_locale_dialog.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Edit Filters" msgstr "필터 편집" #: editor/editor_locale_dialog.cpp editor/plugins/plugin_config_dialog.cpp #: editor/script_create_dialog.cpp msgid "Language:" msgstr "언어:" #. TRANSLATORS: This is the label for a list of writing systems. #: editor/editor_locale_dialog.cpp msgctxt "Locale" msgid "Script:" msgstr "문자:" #: editor/editor_locale_dialog.cpp msgid "Country:" msgstr "국가:" #: editor/editor_locale_dialog.cpp #: editor/project_manager/quick_settings_dialog.cpp msgid "Language" msgstr "언어" #. TRANSLATORS: This refers to a writing system. #: editor/editor_locale_dialog.cpp msgctxt "Locale" msgid "Script" msgstr "문자" #: editor/editor_locale_dialog.cpp msgid "Country" msgstr "국가" #: editor/editor_locale_dialog.cpp msgid "Variant" msgstr "변종" #: editor/editor_log.cpp msgid "Filter Messages" msgstr "메시지 필터" #: editor/editor_log.cpp msgid "Clear Output" msgstr "출력 지우기" #: editor/editor_log.cpp msgid "Copy Selection" msgstr "선택 항목 복사" #: editor/editor_log.cpp msgid "" "Collapse duplicate messages into one log entry. Shows number of occurrences." msgstr "" "중복된 메시지를 하나의 로그 항목으로 축소합니다. 발생 횟수를 표시합니다." #: editor/editor_log.cpp msgid "Focus Search/Filter Bar" msgstr "초점 검색/필터 바" #: editor/editor_log.cpp msgid "Toggle visibility of standard output messages." msgstr "표준 출력 메시지 표시 여부를 토글합니다." #: editor/editor_log.cpp msgid "Toggle visibility of errors." msgstr "에러 표시 여부를 토글합니다." #: editor/editor_log.cpp msgid "Toggle visibility of warnings." msgstr "경고 표시 여부를 토글합니다." #: editor/editor_log.cpp msgid "Toggle visibility of editor messages." msgstr "에디터 메시지 표시 여부를 토글합니다." #: editor/editor_native_shader_source_visualizer.cpp msgid "Native Shader Source Inspector" msgstr "네이티브 셰이더 소스 인스펙터" #: editor/editor_node.cpp editor/project_manager/project_list.cpp msgid "Unnamed Project" msgstr "이름 없는 프로젝트" #: editor/editor_node.cpp msgid "" "Spins when the editor window redraws.\n" "Update Continuously is enabled, which can increase power usage. Click to " "disable it." msgstr "" "에디터 창을 다시 그릴 때 회전합니다.\n" "업데이트가 지속적으로 활성화되므로, 전력 사용량이 커질 수 있습니다. 이를 비활" "성화하려면 클릭하세요." #: editor/editor_node.cpp msgid "Spins when the editor window redraws." msgstr "에디터 창에 변화가 있을 때마다 회전합니다." #: editor/editor_node.cpp #, fuzzy msgid "Imported resources can't be saved." msgstr "가져올 리소스의 타입: %s" #: editor/editor_node.cpp editor/gui/editor_run_bar.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp msgid "OK" msgstr "확인" #: editor/editor_node.cpp #, fuzzy msgid "Error saving resource!" msgstr "씬 저장 중 오류." #: editor/editor_node.cpp msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" "이 리소스는 편집 중인 씬에 속한 것이 아니라서 저장할 수 없습니다. 저장하기 전" "에 먼저 리소스를 유일하게 만드세요." #: editor/editor_node.cpp msgid "" "This resource can't be saved because it was imported from another file. Make " "it unique first." msgstr "" "이 리소스는 다른 파일에서 가져왔기 때문에 저장할 수 없습니다. 저장하기 전에 " "먼저 리소스를 유일하게 만드세요." #: editor/editor_node.cpp msgid "Save Resource As..." msgstr "리소스를 다른 이름으로 저장..." #: editor/editor_node.cpp #, fuzzy msgid "Can't open file for writing:" msgstr "\"%s\" 경로의 파일을 쓰기 모드로 열 수 없습니다." #: editor/editor_node.cpp #, fuzzy msgid "Requested file format unknown:" msgstr "요청 실패. 반환 코드:" #: editor/editor_node.cpp #, fuzzy msgid "Error while saving." msgstr "저장 중 오류" #: editor/editor_node.cpp #, fuzzy msgid "Can't open file '%s'. The file could have been moved or deleted." msgstr "'%s'을(를) 열 수 없습니다. 파일이 이동했거나 삭제되었을 수 있습니다." #: editor/editor_node.cpp #, fuzzy msgid "Error while parsing file '%s'." msgstr "파일 저장 중 오류: %s" #: editor/editor_node.cpp msgid "Scene file '%s' appears to be invalid/corrupt." msgstr "" #: editor/editor_node.cpp #, fuzzy msgid "Missing file '%s' or one of its dependencies." msgstr "씬 '%s'의 종속 항목이 망가짐:" #: editor/editor_node.cpp msgid "" "File '%s' is saved in a format that is newer than the formats supported by " "this version of Godot, so it can't be opened." msgstr "" #: editor/editor_node.cpp #, fuzzy msgid "Error while loading file '%s'." msgstr "%s 불러오는 중 오류: %s." #: editor/editor_node.cpp msgid "Saving Scene" msgstr "씬 저장 중" #: editor/editor_node.cpp msgid "Analyzing" msgstr "분석 중" #: editor/editor_node.cpp msgid "Creating Thumbnail" msgstr "썸네일 만드는 중" #: editor/editor_node.cpp #, fuzzy msgid "This operation can't be done without a tree root." msgstr "이 작업은 트리 루트에서 할 수 없습니다." #: editor/editor_node.cpp msgid "" "This scene can't be saved because there is a cyclic instance inclusion.\n" "Please resolve it and then attempt to save again." msgstr "" #: editor/editor_node.cpp #, fuzzy msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " "be satisfied." msgstr "" "씬을 저장할 수 없습니다. 종속 관계 (인스턴스)가 만족되지 않은 것 같습니다." #: editor/editor_node.cpp msgid "Save scene before running..." msgstr "씬을 실행하기 전에 저장..." #: editor/editor_node.cpp msgid "Could not save one or more scenes!" msgstr "" #: editor/editor_node.cpp msgid "Save All Scenes" msgstr "모든 씬 저장" #: editor/editor_node.cpp editor/scene_tree_dock.cpp msgid "Can't overwrite scene that is still open!" msgstr "열려있는 씬은 덮어쓸 수 없습니다!" #: editor/editor_node.cpp msgid "Merge With Existing" msgstr "기존의 것과 병합하기" #: editor/editor_node.cpp msgid "Apply MeshInstance Transforms" msgstr "MeshInstance 변형 적용" #: editor/editor_node.cpp msgid "Can't load MeshLibrary for merging!" msgstr "" #: editor/editor_node.cpp #, fuzzy msgid "Error saving MeshLibrary!" msgstr "메시 라이브러리 내보내기" #: editor/editor_node.cpp msgid "" "An error occurred while trying to save the editor layout.\n" "Make sure the editor's user data path is writable." msgstr "" "에디터 레이아웃의 저장을 하려는 동안 오류가 발생했습니다.\n" "에디터의 사용자 데이터 경로가 쓰기 가능한지 확인해주세요." #: editor/editor_node.cpp msgid "" "Default editor layout overridden.\n" "To restore the Default layout to its base settings, use the Delete Layout " "option and delete the Default layout." msgstr "" "디폴트 에디터 레이아웃이 덮어 쓰여져 있습니다.\n" "디폴트 레이아웃을 원래 설정으로 복원하려면, 레이아웃 삭제 옵션을 사용하여 디" "폴트 레이아웃을 삭제하세요." #: editor/editor_node.cpp msgid "Layout name not found!" msgstr "레이아웃 이름을 찾을 수 없습니다!" #: editor/editor_node.cpp msgid "Restored the Default layout to its base settings." msgstr "디폴트 레이아웃을 기본 설정으로 복원하였습니다." #: editor/editor_node.cpp msgid "This object is marked as read-only, so it's not editable." msgstr "이 개체는 읽기 전용으로 표시되어 있으므로 편집할 수 없습니다." #: editor/editor_node.cpp msgid "" "This resource belongs to a scene that was imported, so it's not editable.\n" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" "이 리소스는 가져온 씬에 속한 리소스이므로 편집할 수 없습니다.\n" "이 워크플로를 이해하려면 씬 가져오기(Importing Scenes)와 관련된 문서를 읽어주" "세요." #: editor/editor_node.cpp msgid "" "This resource belongs to a scene that was instantiated or inherited.\n" "Changes to it must be made inside the original scene." msgstr "" "이 리소스는 인스턴스되거나 상속된 씬에 속해 있습니다.\n" "변경하기 위해서는 반드시 원본 씬을 조작해야 합니다." #: editor/editor_node.cpp msgid "" "This resource was imported, so it's not editable. Change its settings in the " "import panel and then re-import." msgstr "" "이 리소스는 가져온 것이므로 편집할 수 없습니다. 가져오기 패널에서 설정을 변경" "한 뒤 다시 가져오세요." #: editor/editor_node.cpp msgid "" "This scene was imported, so changes to it won't be kept.\n" "Instantiating or inheriting it will allow you to make changes to it.\n" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" "이 씬은 가져온 것이므로 변경사항이 유지되지 않습니다.\n" "이 씬을 인스턴스화하거나 상속하면 편집할 수 있습니다.\n" "이 워크플로를 이해하려면 씬 가져오기(Importing Scenes)와 관련된 문서를 읽어주" "세요." #: editor/editor_node.cpp #, fuzzy msgid "Changes may be lost!" msgstr "\"%s\"의 타입 변경" #: editor/editor_node.cpp msgid "This object is read-only." msgstr "이 개체는 읽기 전용입니다." #: editor/editor_node.cpp msgid "Open Base Scene" msgstr "기본 씬 열기" #: editor/editor_node.cpp msgid "Quick Open..." msgstr "빠른 열기..." #: editor/editor_node.cpp msgid "Quick Open Scene..." msgstr "빠른 씬 열기..." #: editor/editor_node.cpp msgid "Quick Open Script..." msgstr "빠른 스크립트 열기..." #: editor/editor_node.cpp msgid "%s no longer exists! Please specify a new save location." msgstr "" #: editor/editor_node.cpp #, fuzzy msgid "" "The current scene has no root node, but %d modified external resource(s) and/" "or plugin data were saved anyway." msgstr "" "현재 씬에는 루트 노드가 없지만, 그래도 수정된 외부 리소스 %d개가 저장되었습니" "다." #: editor/editor_node.cpp msgid "" "A root node is required to save the scene. You can add a root node using the " "Scene tree dock." msgstr "" "씬을 저장하려면 루트 노드가 필요합니다. 씬 트리 독을 사용하여 루트 노드를 추" "가할 수 있습니다." #: editor/editor_node.cpp msgid "Save Scene As..." msgstr "씬을 다른 이름으로 저장..." #: editor/editor_node.cpp msgid "Current scene not saved. Open anyway?" msgstr "현재 씬이 저장되어 있지 않습니다. 무시하고 여시겠습니까?" #: editor/editor_node.cpp msgid "Can't undo while mouse buttons are pressed." msgstr "마우스 버튼을 누르고 있는 동안에는 실행 취소할 수 없습니다." #: editor/editor_node.cpp msgid "Nothing to undo." msgstr "실행 취소할 것이 없습니다." #: editor/editor_node.cpp msgid "Global Undo: %s" msgstr "전역 실행 취소: %s" #: editor/editor_node.cpp msgid "Remote Undo: %s" msgstr "원격 실행 취소: %s" #: editor/editor_node.cpp msgid "Scene Undo: %s" msgstr "씬 실행 취소: %s" #: editor/editor_node.cpp msgid "Can't redo while mouse buttons are pressed." msgstr "마우스 버튼을 누르고 있는 동안에는 다시 실행할 수 없습니다." #: editor/editor_node.cpp msgid "Nothing to redo." msgstr "다시 실행할 것이 없습니다." #: editor/editor_node.cpp msgid "Global Redo: %s" msgstr "전역 다시 실행: %s" #: editor/editor_node.cpp msgid "Remote Redo: %s" msgstr "원격 다시 실행: %s" #: editor/editor_node.cpp msgid "Scene Redo: %s" msgstr "씬 다시 실행: %s" #: editor/editor_node.cpp msgid "Can't reload a scene that was never saved." msgstr "저장하지 않은 씬은 새로고침할 수 없습니다." #: editor/editor_node.cpp msgid "Reload Saved Scene" msgstr "저장된 씬 새로고침" #: editor/editor_node.cpp msgid "" "The current scene has unsaved changes.\n" "Reload the saved scene anyway? This action cannot be undone." msgstr "" "현재 씬에는 저장하지 않은 변경사항이 있습니다.\n" "무시하고 저장된 씬을 새로고침하시겠습니까? 이 동작은 되돌릴 수 없습니다." #: editor/editor_node.cpp msgid "Save & Reload" msgstr "저장 및 새로고침" #: editor/editor_node.cpp msgid "Save modified resources before reloading?" msgstr "새로고침하기 전에 변경사항을 저장하시겠습니까?" #: editor/editor_node.cpp msgid "Save & Quit" msgstr "저장 & 종료" #: editor/editor_node.cpp msgid "Save modified resources before closing?" msgstr "닫기 전에 변경사항을 저장하시겠습니까?" #: editor/editor_node.cpp msgid "Save changes to the following scene(s) before reloading?" msgstr "새로고침하기 전에 해당 씬의 변경사항을 저장하시겠습니까?" #: editor/editor_node.cpp #, fuzzy msgid "Save changes to the following scene(s) before quitting?" msgstr "종료하기 전에 해당 스크립트의 변경사항을 저장하시겠습니까?" #: editor/editor_node.cpp msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "프로젝트 매니저를 열기 전에 해당 씬의 변경사항을 저장하시겠습니까?" #: editor/editor_node.cpp msgid "" "This option is deprecated. Situations where refresh must be forced are now " "considered a bug. Please report." msgstr "" #: editor/editor_node.cpp msgid "Pick a Main Scene" msgstr "메인 씬 선택" #: editor/editor_node.cpp #: modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp #, fuzzy msgid "This operation can't be done without a scene." msgstr "이 작업은 인스턴스된 씬에서 할 수 없습니다." #: editor/editor_node.cpp msgid "Export Mesh Library" msgstr "메시 라이브러리 내보내기" #: editor/editor_node.cpp msgid "Unable to enable addon plugin at: '%s' parsing of config failed." msgstr "" "다음 경로에 있는 애드온 플러그인을 활성화할 수 없음: '%s' 구성의 구문 분석을 " "실패했습니다." #: editor/editor_node.cpp msgid "Unable to find script field for addon plugin at: '%s'." msgstr "" "다음 경로에서 애드온 플러그인을 위한 스크립트 필드를 찾을 수 없습니다: '%s'." #: editor/editor_node.cpp msgid "Unable to load addon script from path: '%s'." msgstr "다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s'." #: editor/editor_node.cpp msgid "" "Unable to load addon script from path: '%s'. This might be due to a code " "error in that script.\n" "Disabling the addon at '%s' to prevent further errors." msgstr "" "다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s' 해당 스크립트의 코드에 " "오류가 있는 것 같습니다.\n" "추가 오류를 방지하려면 '%s'에서 애드온을 비활성화하세요." #: editor/editor_node.cpp msgid "" "Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'." msgstr "" "다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s'. 기본 타입이 " "EditorPlugin이 아닙니다." #: editor/editor_node.cpp msgid "" "Unable to load addon script from path: '%s'. Script is not in tool mode." msgstr "" "다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s'. 스크립트가 tool 모드가 " "아닙니다." #: editor/editor_node.cpp msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" "To make changes to it, a new inherited scene can be created." msgstr "" "씬 '%s'을(를) 자동으로 가져왔으므로 수정할 수 없습니다.\n" "이 씬을 편집하려면 새로운 상속 씬을 만들어야 합니다." #: editor/editor_node.cpp msgid "" "Error loading scene, it must be inside the project path. Use 'Import' to " "open the scene, then save it inside the project path." msgstr "" #: editor/editor_node.cpp msgid "Scene '%s' has broken dependencies:" msgstr "씬 '%s'의 종속 항목이 망가짐:" #: editor/editor_node.cpp msgid "" "Multi-window support is not available because the `--single-window` command " "line argument was used to start the editor." msgstr "" "에디터에 `--single-window` 명령줄 인자가 있기 때문에 다중 창을 사용할 수 없습" "니다." #: editor/editor_node.cpp msgid "" "Multi-window support is not available because the current platform doesn't " "support multiple windows." msgstr "현재 플랫폼에서는 다중 창을 지원하지 않습니다." #: editor/editor_node.cpp msgid "" "Multi-window support is not available because Interface > Editor > Single " "Window Mode is enabled in the editor settings." msgstr "" "에디터 설정의 인터페이스 > 에디터 > 단일 창 모드 속성이 켜져 있기 때문에 다" "중 창을 사용할 수 없습니다." #: editor/editor_node.cpp msgid "" "Multi-window support is not available because Interface > Multi Window > " "Enable is disabled in the editor settings." msgstr "" "에디터 설정의 인터페이스 > 다중 창 > 활성화 속성이 꺼져 있기 때문에 다중 창" "을 사용할 수 없습니다." #: editor/editor_node.cpp msgid "Clear Recent Scenes" msgstr "최근 씬 지우기" #: editor/editor_node.cpp editor/gui/editor_run_bar.cpp #, fuzzy msgid "There is no defined scene to run." msgstr "이미 편집된 씬이 있습니다." #: editor/editor_node.cpp msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "메인 씬을 정의하지 않았습니다. 선택하시겠습니까?\n" "나중에 \"프로젝트 설정\"의 'application' 카테고리에서 변경할 수 있습니다." #: editor/editor_node.cpp msgid "" "Selected scene '%s' does not exist, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "선택한 씬 '%s'이(가) 없습니다. 다른 씬으로 지정할까요?\n" "나중에 \"프로젝트 설정\"의 'application' 카테고리에서 바꿀 수 있습니다." #: editor/editor_node.cpp msgid "" "Selected scene '%s' is not a scene file, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "선택한 씬 '%s'은(는) 씬 파일이 아닙니다, 다른 씬으로 정할까요?\n" "이건 나중에 \"프로젝트 설정\"의 'application' 카테고리에서 바꿀 수 있습니다." #: editor/editor_node.cpp msgid "Save Layout..." msgstr "레이아웃 저장..." #: editor/editor_node.cpp msgid "Delete Layout..." msgstr "레이아웃 삭제..." #: editor/editor_node.cpp editor/import_dock.cpp #: editor/shader_create_dialog.cpp msgid "Default" msgstr "기본값" #: editor/editor_node.cpp msgid "Save Layout" msgstr "레이아웃 저장" #: editor/editor_node.cpp msgid "Delete Layout" msgstr "레이아웃 삭제" #: editor/editor_node.cpp msgid "This scene was never saved." msgstr "이 씬은 저장되지 않았습니다." #: editor/editor_node.cpp msgid "%d second ago" msgid_plural "%d seconds ago" msgstr[0] "%d초 전" #: editor/editor_node.cpp msgid "%d minute ago" msgid_plural "%d minutes ago" msgstr[0] "%d분 전" #: editor/editor_node.cpp msgid "%d hour ago" msgid_plural "%d hours ago" msgstr[0] "%d시간 전" #: editor/editor_node.cpp msgid "" "Scene \"%s\" has unsaved changes.\n" "Last saved: %s." msgstr "" "씬 \"%s\"에 저장되지 않은 변경 사항이 있습니다.\n" "마지막 저장: %s." #: editor/editor_node.cpp msgid "Save & Close" msgstr "저장 & 닫기" #: editor/editor_node.cpp msgid "Save before closing?" msgstr "닫기 전에 저장합니까?" #: editor/editor_node.cpp msgid "%d more files or folders" msgstr "외 %d개의 파일 또는 폴더" #: editor/editor_node.cpp msgid "%d more folders" msgstr "외 %d개의 폴더" #: editor/editor_node.cpp msgid "%d more files" msgstr "외 %d개의 파일" #: editor/editor_node.cpp msgid "" "Unable to write to file '%s', file in use, locked or lacking permissions." msgstr "" "파일 '%s'에 쓸 수 없습니다. 파일이 사용 중이거나 잠겨 있거나 권한이 없습니다." #: editor/editor_node.cpp msgid "" "Changing the renderer requires restarting the editor.\n" "\n" "Choosing Save & Restart will change the rendering method to:\n" "- Desktop platforms: %s\n" "- Mobile platforms: %s\n" "- Web platform: gl_compatibility" msgstr "" "렌더러를 변경하려면 에디터를 재시작해야 합니다.\n" "\n" "저장 후 재시작 시 렌더링 메서드는 다음과 같이 변경됩니다.\n" "- 데스크탑 플랫폼: %s\n" "- 모바일 플랫폼: %s\n" "- 웹 플랫폼: gl_compatibility" #: editor/editor_node.cpp editor/project_manager/project_dialog.cpp msgid "Forward+" msgstr "Forward+" #: editor/editor_node.cpp editor/project_manager/project_dialog.cpp msgid "Mobile" msgstr "모바일" #: editor/editor_node.cpp editor/project_manager/project_dialog.cpp msgid "Compatibility" msgstr "호환성" #: editor/editor_node.cpp msgid "(Overridden)" msgstr "(오버라이드)" #: editor/editor_node.cpp msgid "Lock Selected Node(s)" msgstr "선택한 노드 잠금" #: editor/editor_node.cpp msgid "Unlock Selected Node(s)" msgstr "선택한 노드 잠금 해제" #: editor/editor_node.cpp msgid "Group Selected Node(s)" msgstr "선택한 노드 그룹화" #: editor/editor_node.cpp msgid "Ungroup Selected Node(s)" msgstr "선택한 노드 그룹 해제" #: editor/editor_node.cpp #, fuzzy msgid "Restart Emission" msgstr "지금 다시 시작" #: editor/editor_node.cpp msgid "Pan View" msgstr "팬 보기" #: editor/editor_node.cpp msgid "Distraction Free Mode" msgstr "집중 모드" #: editor/editor_node.cpp #, fuzzy msgid "Toggle Last Opened Bottom Panel" msgstr "아래쪽 패널 확장" #: editor/editor_node.cpp msgid "Toggle distraction-free mode." msgstr "집중 모드를 토글합니다." #: editor/editor_node.cpp editor/history_dock.cpp #: editor/import/3d/scene_import_settings.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Scene" msgstr "씬" #: editor/editor_node.cpp msgid "Operations with scene files." msgstr "씬 파일에 대한 작업입니다." #: editor/editor_node.cpp msgid "Copy Text" msgstr "문자 복사" #: editor/editor_node.cpp msgid "Next Scene Tab" msgstr "다음 씬 탭" #: editor/editor_node.cpp msgid "Previous Scene Tab" msgstr "이전 씬 탭" #: editor/editor_node.cpp msgid "Focus FileSystem Filter" msgstr "파일시스템 필터로 가기" #: editor/editor_node.cpp msgid "Command Palette" msgstr "커맨드 팔레트" #: editor/editor_node.cpp msgid "New Scene" msgstr "새 씬" #: editor/editor_node.cpp msgid "New Inherited Scene..." msgstr "새 상속 씬..." #: editor/editor_node.cpp msgid "Open Scene..." msgstr "씬 열기..." #: editor/editor_node.cpp msgid "Reopen Closed Scene" msgstr "닫은 씬 다시 열기" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Open Recent" msgstr "최근 기록 열기" #: editor/editor_node.cpp msgid "Save Scene" msgstr "씬 저장" #: editor/editor_node.cpp msgid "Export As..." msgstr "다른 이름으로 내보내기..." #: editor/editor_node.cpp msgid "MeshLibrary..." msgstr "메시 라이브러리..." #: editor/editor_node.cpp msgid "Close Scene" msgstr "씬 닫기" #: editor/editor_node.cpp msgid "Quit" msgstr "종료" #: editor/editor_node.cpp msgid "Editor Settings..." msgstr "에디터 설정..." #: editor/editor_node.cpp editor/project_manager/project_dialog.cpp #: editor/script_create_dialog.cpp msgid "Project" msgstr "프로젝트" #: editor/editor_node.cpp #, fuzzy msgid "Project Settings..." msgstr "프로젝트 설정" #: editor/editor_node.cpp msgid "Project Settings" msgstr "프로젝트 설정" #: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp msgid "Version Control" msgstr "버전 컨트롤" #: editor/editor_node.cpp #, fuzzy msgid "Export..." msgstr "다른 이름으로 내보내기..." #: editor/editor_node.cpp msgid "Install Android Build Template..." msgstr "Android 빌드 템플릿 설치..." #: editor/editor_node.cpp msgid "Open User Data Folder" msgstr "사용자 데이터 폴더 열기" #: editor/editor_node.cpp msgid "Tools" msgstr "툴" #: editor/editor_node.cpp msgid "Orphan Resource Explorer..." msgstr "미사용 리소스 탐색기..." #: editor/editor_node.cpp #, fuzzy msgid "Engine Compilation Configuration Editor..." msgstr "엔진 빌드 설정 커스터마이즈..." #: editor/editor_node.cpp msgid "Upgrade Mesh Surfaces..." msgstr "메시 표면 업그레이드..." #: editor/editor_node.cpp msgid "Reload Current Project" msgstr "현재 프로젝트 새로고침" #: editor/editor_node.cpp msgid "Quit to Project List" msgstr "종료 후 프로젝트 목록으로 이동" #: editor/editor_node.cpp msgid "Command Palette..." msgstr "커맨드 팔레트..." #: editor/editor_node.cpp #, fuzzy msgid "Editor Docks" msgstr "작업 내역 독" #: editor/editor_node.cpp msgid "Editor Layout" msgstr "에디터 레이아웃" #: editor/editor_node.cpp msgid "Take Screenshot" msgstr "스크린샷 찍기" #: editor/editor_node.cpp #, fuzzy msgid "Screenshots are stored in the user data folder (\"user://\")." msgstr "스크린샷이 Editor Data/Settings 폴더에 저장되었습니다." #: editor/editor_node.cpp msgid "Toggle Fullscreen" msgstr "전체 화면 토글" #: editor/editor_node.cpp msgid "Open Editor Data/Settings Folder" msgstr "에디터 데이터/설정 폴더 열기" #: editor/editor_node.cpp msgid "Open Editor Data Folder" msgstr "에디터 데이터 폴더 열기" #: editor/editor_node.cpp msgid "Open Editor Settings Folder" msgstr "에디터 설정 폴더 열기" #: editor/editor_node.cpp msgid "Manage Editor Features..." msgstr "에디터 기능 관리..." #: editor/editor_node.cpp msgid "Manage Export Templates..." msgstr "내보내기 템플릿 관리..." #: editor/editor_node.cpp msgid "Configure FBX Importer..." msgstr "FBX 가져오기 설정..." #: editor/editor_node.cpp editor/plugins/text_shader_editor.cpp msgid "Help" msgstr "도움말" #: editor/editor_node.cpp msgid "Search Help..." msgstr "도움말 검색..." #: editor/editor_node.cpp msgid "Online Documentation" msgstr "온라인 문서" #: editor/editor_node.cpp msgid "Forum" msgstr "" #: editor/editor_node.cpp editor/plugins/asset_library_editor_plugin.cpp msgid "Community" msgstr "커뮤니티" #: editor/editor_node.cpp msgid "Copy System Info" msgstr "시스템 정보 복사" #: editor/editor_node.cpp msgid "Copies the system info as a single-line text into the clipboard." msgstr "시스템 정보를 클립보드에 복사합니다." #: editor/editor_node.cpp msgid "Report a Bug" msgstr "버그 보고" #: editor/editor_node.cpp msgid "Suggest a Feature" msgstr "기능 제안" #: editor/editor_node.cpp msgid "Send Docs Feedback" msgstr "문서 피드백 보내기" #: editor/editor_node.cpp msgid "About Godot..." msgstr "Godot 정보..." #: editor/editor_node.cpp msgid "Support Godot Development" msgstr "Godot 개발 지원" #: editor/editor_node.cpp msgid "" "Choose a rendering method.\n" "\n" "Notes:\n" "- On mobile platforms, the Mobile rendering method is used if Forward+ is " "selected here.\n" "- On the web platform, the Compatibility rendering method is always used." msgstr "" "렌더링 메서드를 선택하세요.\n" "\n" "참고사항:\n" "- Forward+를 선택시, 모바일 플랫폼은 Mobile 렌더링 메서드를 사용합니다.\n" "- 웹 플랫폼은 항상 Compatibility 렌더링 메서드를 사용합니다." #: editor/editor_node.cpp msgid "Update Continuously" msgstr "상시 업데이트" #: editor/editor_node.cpp msgid "Update When Changed" msgstr "변경되었을 때 업데이트" #: editor/editor_node.cpp msgid "Hide Update Spinner" msgstr "업데이트 스피너 숨기기" #: editor/editor_node.cpp #, fuzzy msgid "FileSystem" msgstr "파일시스템 독" #: editor/editor_node.cpp #, fuzzy msgid "Toggle FileSystem Bottom Panel" msgstr "설정 패널 토글" #: editor/editor_node.cpp msgid "Inspector" msgstr "인스펙터" #: editor/editor_node.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "Node" msgstr "노드" #: editor/editor_node.cpp msgid "History" msgstr "작업 내역" #: editor/editor_node.cpp #, fuzzy msgid "Output" msgstr "출력 추가" #: editor/editor_node.cpp #, fuzzy msgid "Toggle Output Bottom Panel" msgstr "스크립트 패널 토글" #: editor/editor_node.cpp msgid "Don't Save" msgstr "저장하지 않음" #: editor/editor_node.cpp msgid "Android build template is missing, please install relevant templates." msgstr "Android 빌드 템플릿이 누락되어 있습니다, 관련 템플릿을 설치해주세요." #: editor/editor_node.cpp msgid "Manage Templates" msgstr "템플릿 관리" #: editor/editor_node.cpp msgid "Install from file" msgstr "파일에서 설치" #: editor/editor_node.cpp msgid "Select Android sources file" msgstr "Android 소스 파일 선택" #: editor/editor_node.cpp editor/filesystem_dock.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_list.cpp msgid "Show in File Manager" msgstr "파일 매니저에서 보기" #: editor/editor_node.cpp msgid "Import Templates From ZIP File" msgstr "ZIP 파일에서 템플릿 가져오기" #: editor/editor_node.cpp msgid "Template Package" msgstr "템플릿 패키지" #: editor/editor_node.cpp #: modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp msgid "Export Library" msgstr "라이브러리 내보내기" #: editor/editor_node.cpp msgid "Open & Run a Script" msgstr "스크립트 열기 & 실행" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Files have been modified on disk" msgstr "" #: editor/editor_node.cpp msgid "" "The following files are newer on disk.\n" "What action should be taken?" msgstr "" "다음 파일은 디스크에 있는 게 더 최신입니다.\n" "어떻게 할까요?" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Discard local changes and reload" msgstr "모든 변경사항 버리기" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Keep local changes and overwrite" msgstr "" #: editor/editor_node.cpp msgid "Create/Override Version Control Metadata..." msgstr "버전 관리 메타데이터 (재)생성..." #: editor/editor_node.cpp msgid "Version Control Settings..." msgstr "버전 관리 설정..." #: editor/editor_node.cpp msgid "New Inherited" msgstr "새 상속 씬" #: editor/editor_node.cpp msgid "Load Errors" msgstr "불러오기 오류" #: editor/editor_node.cpp msgid "Select Current" msgstr "현재 선택" #: editor/editor_node.cpp msgid "Open 2D Editor" msgstr "2D 에디터 열기" #: editor/editor_node.cpp msgid "Open 3D Editor" msgstr "3D 에디터 열기" #: editor/editor_node.cpp msgid "Open Script Editor" msgstr "스크립트 에디터 열기" #: editor/editor_node.cpp editor/project_manager.cpp msgid "Open Asset Library" msgstr "애셋 라이브러리 열기" #: editor/editor_node.cpp msgid "Open the next Editor" msgstr "다음 에디터 열기" #: editor/editor_node.cpp msgid "Open the previous Editor" msgstr "이전 에디터 열기" #: editor/editor_node.h msgid "Ok" msgstr "" #: editor/editor_node.h msgid "Warning!" msgstr "경고!" #: editor/editor_properties.cpp msgid "Edit Text:" msgstr "문자 편집:" #: editor/editor_properties.cpp editor/plugins/editor_plugin_settings.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp #: servers/rendering/shader_language.cpp msgid "On" msgstr "사용" #: editor/editor_properties.cpp msgid "Renaming layer %d:" msgstr "레이어 %d의 이름 변경:" #: editor/editor_properties.cpp editor/filesystem_dock.cpp msgid "No name provided." msgstr "이름을 제공하지 않았습니다." #: editor/editor_properties.cpp editor/filesystem_dock.cpp msgid "Name contains invalid characters." msgstr "이름에 잘못된 문자가 있습니다." #: editor/editor_properties.cpp msgid "Bit %d, value %d" msgstr "비트 %d, 값 %d" #: editor/editor_properties.cpp editor/groups_editor.cpp #: editor/project_manager.cpp editor/project_manager/project_dialog.cpp #: editor/rename_dialog.cpp editor/scene_tree_dock.cpp msgid "Rename" msgstr "이름 바꾸기" #: editor/editor_properties.cpp msgid "Rename layer" msgstr "레이어 이름 바꾸기" #: editor/editor_properties.cpp msgid "Layer %d" msgstr "레이어 %d" #: editor/editor_properties.cpp msgid "No Named Layers" msgstr "이름붙인 레이어 없음" #: editor/editor_properties.cpp msgid "Edit Layer Names" msgstr "레이어 이름 변경" #: editor/editor_properties.cpp editor/editor_resource_picker.cpp msgid "" msgstr "<비어 있음>" #: editor/editor_properties.cpp msgid "Temporary Euler may be changed implicitly!" msgstr "임시 오일러가 암시적으로 변경되었을 수 있습니다!" #: editor/editor_properties.cpp msgid "" "Temporary Euler will not be stored in the object with the original value. " "Instead, it will be stored as Quaternion with irreversible conversion.\n" "This is due to the fact that the result of Euler->Quaternion can be " "determined uniquely, but the result of Quaternion->Euler can be multi-" "existent." msgstr "" "임시 오일러는 원래 값으로 오브젝트에 저장되지 않습니다. 대신 되돌릴 수 없는 " "변환을 통해 쿼터니언으로 저장됩니다.\n" "이는 오일러->쿼터니언의 결과는 고유하게 결정될 수 있지만, 쿼터니언-> 오일러" "의 결과는 다중 존재할 수 있기 때문입니다." #: editor/editor_properties.cpp msgid "Temporary Euler" msgstr "" #: editor/editor_properties.cpp editor/plugins/root_motion_editor_plugin.cpp msgid "Assign..." msgstr "지정..." #: editor/editor_properties.cpp msgid "Copy as Text" msgstr "텍스트로 복사" #: editor/editor_properties.cpp msgid "Show Node in Tree" msgstr "트리에 노드 표시" #: editor/editor_properties.cpp msgid "Invalid RID" msgstr "잘못된 RID" #: editor/editor_properties.cpp msgid "Recursion detected, unable to assign resource to property." msgstr "재귀가 감지되어 프로퍼티에 리소스를 할당할 수 없습니다." #: editor/editor_properties.cpp msgid "" "Can't create a ViewportTexture in a Texture2D node because the texture will " "not be bound to a scene.\n" "Use a Texture2DParameter node instead and set the texture in the \"Shader " "Parameters\" tab." msgstr "" "텍스처가 씬에 연결되지 않기 때문에 Texture2D 노드에 ViewportTexture를 추가할 " "수 없습니다.\n" "대신 Texture2DParameter 노드를 추가하고, 셰이더 파라미터 탭에서 텍스처를 설정" "하세요." #: editor/editor_properties.cpp msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." msgstr "" "파일로 저장한 리소스에 ViewportTexture를 만들 수 없습니다.\n" "리소스가 씬에 속해 있어야 합니다." #: editor/editor_properties.cpp msgid "" "Can't create a ViewportTexture on this resource because it's not set as " "local to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" "씬에 지역으로 설정되지 않았기 때문에 이 리소스에 ViewportTexture를 만들 수 없" "습니다.\n" "리소스 (그리고 한 노드에 있는 모든 리소스)의 'local to scene' 속성을 켜주세" "요 ." #: editor/editor_properties.cpp msgid "Pick a Viewport" msgstr "뷰포트를 선택하세요" #: editor/editor_properties.cpp msgid "Selected node is not a Viewport!" msgstr "선택된 노드는 뷰포트가 아닙니다!" #: editor/editor_properties_array_dict.cpp msgid "New Key:" msgstr "새 키:" #: editor/editor_properties_array_dict.cpp msgid "New Value:" msgstr "새 값:" #: editor/editor_properties_array_dict.cpp msgid "(Nil) %s" msgstr "(무) %s" #: editor/editor_properties_array_dict.cpp msgid "%s (size %s)" msgstr "%s(크기 %s)" #: editor/editor_properties_array_dict.cpp msgid "Size:" msgstr "크기:" #: editor/editor_properties_array_dict.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Item" msgstr "항목 제거" #: editor/editor_properties_array_dict.cpp msgid "Dictionary (Nil)" msgstr "딕셔너리 (Nil)" #: editor/editor_properties_array_dict.cpp msgid "Dictionary (size %d)" msgstr "사전(크기 %d)" #: editor/editor_properties_array_dict.cpp msgid "Add Key/Value Pair" msgstr "키/값 쌍 추가" #: editor/editor_properties_array_dict.cpp msgid "Localizable String (Nil)" msgstr "현지화할 수 있는 문자열 (Nil)" #: editor/editor_properties_array_dict.cpp msgid "Localizable String (size %d)" msgstr "현지화할 수 있는 문자열 (개수 %d)" #: editor/editor_properties_array_dict.cpp msgid "Add Translation" msgstr "번역 추가" #: editor/editor_properties_vector.cpp msgid "Lock/Unlock Component Ratio" msgstr "성분 간 비율 잠금 설정/해제" #: editor/editor_resource_picker.cpp msgid "" "The selected resource (%s) does not match any type expected for this " "property (%s)." msgstr "선택한 리소스(%s)가 이 속성(%s)에 적합한 모든 타입에 맞지 않습니다." #: editor/editor_resource_picker.cpp msgid "Quick Load..." msgstr "빠른 불러오기..." #: editor/editor_resource_picker.cpp msgid "Opens a quick menu to select from a list of allowed Resource files." msgstr "사용 가능한 리소스 파일을 빠르게 선택합니다." #: editor/editor_resource_picker.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Load..." msgstr "불러오기..." #: editor/editor_resource_picker.cpp msgid "Inspect" msgstr "자세히" #: editor/editor_resource_picker.cpp #: editor/plugins/animation_library_editor.cpp msgid "Make Unique" msgstr "유일하게 만들기" #: editor/editor_resource_picker.cpp msgid "Make Unique (Recursive)" msgstr "유일하게 만들기 (재귀적으로)" #: editor/editor_resource_picker.cpp editor/inspector_dock.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Save As..." msgstr "다른 이름으로 저장..." #: editor/editor_resource_picker.cpp editor/filesystem_dock.cpp #: editor/gui/editor_scene_tabs.cpp editor/inspector_dock.cpp #: editor/plugins/script_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Show in FileSystem" msgstr "파일시스템에서 보기" #: editor/editor_resource_picker.cpp msgid "Convert to %s" msgstr "%s(으)로 변환" #: editor/editor_resource_picker.cpp msgid "Select resources to make unique:" msgstr "유일하게 만들 리소스를 선택하세요:" #: editor/editor_resource_picker.cpp msgid "New %s" msgstr "새 %s" #: editor/editor_resource_picker.cpp editor/filesystem_dock.cpp #: editor/plugins/script_editor_plugin.cpp msgid "New Script..." msgstr "새 스크립트..." #: editor/editor_resource_picker.cpp editor/scene_tree_dock.cpp msgid "Extend Script..." msgstr "스크립트 상속..." #: editor/editor_resource_picker.cpp editor/plugins/shader_editor_plugin.cpp msgid "New Shader..." msgstr "새 셰이더..." #: editor/editor_run_native.cpp msgid "No Remote Debug export presets configured." msgstr "원격 디버그 내보내기 프리셋이 구성되지 않았습니다." #: editor/editor_run_native.cpp msgid "Remote Debug" msgstr "원격 디버그" #: editor/editor_run_native.cpp msgid "" "No runnable export preset found for this platform.\n" "Please add a runnable preset in the Export menu or define an existing preset " "as runnable." msgstr "" "이 플랫폼을 위한 실행할 수 있는 내보내기 프리셋이 없습니다.\n" "내보내기 메뉴에서 실행할 수 있는 프리셋을 추가하거나 기존 프리셋을 실행할 수 " "있도록 정의해주세요." #: editor/editor_run_native.cpp msgid "" "Warning: The CPU architecture '%s' is not active in your export preset.\n" "\n" msgstr "" "경고: 현재 내보내기 프리셋에서는 CPU 아키텍처 '%s'가 활성화되지 않았습니다.\n" "\n" #: editor/editor_run_native.cpp msgid "Run 'Remote Debug' anyway?" msgstr "무시하고 '원격 디버그'를 실행할까요?" #: editor/editor_run_native.cpp msgid "Project Run" msgstr "프로젝트 실행" #: editor/editor_script.cpp msgid "Write your logic in the _run() method." msgstr "_run() 메서드에 당신의 논리를 작성하세요." #: editor/editor_script.cpp msgid "The current scene already has a root node." msgstr "" #: editor/editor_settings_dialog.cpp msgid "Edit Built-in Action: %s" msgstr "내장 액션 편집: %s" #: editor/editor_settings_dialog.cpp msgid "Edit Shortcut: %s" msgstr "단축키 편집: %s" #: editor/editor_settings_dialog.cpp msgid "Common" msgstr "일반" #: editor/editor_settings_dialog.cpp msgid "Editor Settings" msgstr "에디터 설정" #: editor/editor_settings_dialog.cpp editor/project_settings_editor.cpp msgid "General" msgstr "일반" #: editor/editor_settings_dialog.cpp editor/project_settings_editor.cpp msgid "Filter Settings" msgstr "설정 필터" #: editor/editor_settings_dialog.cpp msgid "The editor must be restarted for changes to take effect." msgstr "변경사항을 반영하려면 에디터를 다시 시작해야 합니다." #: editor/editor_settings_dialog.cpp msgid "Shortcuts" msgstr "단축키" #: editor/editor_settings_dialog.cpp msgid "Binding" msgstr "바인딩" #: editor/engine_update_label.cpp msgid "Failed to check for updates. Error: %d." msgstr "" #: editor/engine_update_label.cpp msgid "Failed to check for updates. Response code: %d." msgstr "" #: editor/engine_update_label.cpp #, fuzzy msgid "Failed to parse version JSON." msgstr "리소스를 불러오지 못했습니다." #: editor/engine_update_label.cpp msgid "Received JSON data is not a valid version array." msgstr "" #: editor/engine_update_label.cpp #, fuzzy msgid "Update available: %s." msgstr "%s의 사용 가능한 설명이 없습니다." #: editor/engine_update_label.cpp msgid "Offline mode, update checks disabled." msgstr "" #: editor/engine_update_label.cpp #, fuzzy msgid "Update checks disabled." msgstr "변경되었을 때 업데이트" #: editor/engine_update_label.cpp msgid "An error has occurred. Click to try again." msgstr "" #: editor/engine_update_label.cpp #, fuzzy msgid "Click to open download page." msgstr "이 링크를 클릭하여 FBX2glTF를 다운로드하세요" #: editor/event_listener_line_edit.cpp msgid "Left Stick Left, Joystick 0 Left" msgstr "왼쪽 스틱 왼쪽, 조이스틱 0 왼쪽" #: editor/event_listener_line_edit.cpp msgid "Left Stick Right, Joystick 0 Right" msgstr "왼쪽 스틱 오른쪽, 조이스틱 0 오른쪽" #: editor/event_listener_line_edit.cpp msgid "Left Stick Up, Joystick 0 Up" msgstr "왼쪽 스틱 위로, 조이스틱 0 위로" #: editor/event_listener_line_edit.cpp msgid "Left Stick Down, Joystick 0 Down" msgstr "왼쪽 스틱 아래로, 조이스틱 0 아래로" #: editor/event_listener_line_edit.cpp msgid "Right Stick Left, Joystick 1 Left" msgstr "오른쪽 스틱 왼쪽, 조이스틱 1 왼쪽" #: editor/event_listener_line_edit.cpp msgid "Right Stick Right, Joystick 1 Right" msgstr "오른쪽 스틱 오른쪽, 조이스틱 1 오른쪽" #: editor/event_listener_line_edit.cpp msgid "Right Stick Up, Joystick 1 Up" msgstr "오른쪽 스틱 위로, 조이스틱 1 위로" #: editor/event_listener_line_edit.cpp msgid "Right Stick Down, Joystick 1 Down" msgstr "오른쪽 스틱 아래로, 조이스틱 1 아래로" #: editor/event_listener_line_edit.cpp msgid "Joystick 2 Left" msgstr "조이스틱 2 왼쪽" #: editor/event_listener_line_edit.cpp msgid "Left Trigger, Sony L2, Xbox LT, Joystick 2 Right" msgstr "왼쪽 트리거, 소니 L2, Xbox LT, 조이스틱 2 오른쪽" #: editor/event_listener_line_edit.cpp msgid "Joystick 2 Up" msgstr "조이스틱 2 위로" #: editor/event_listener_line_edit.cpp msgid "Right Trigger, Sony R2, Xbox RT, Joystick 2 Down" msgstr "오른쪽 트리거, 소니 R2, Xbox RT, 조이스틱 2 다운" #: editor/event_listener_line_edit.cpp msgid "Joystick 3 Left" msgstr "조이스틱 3 왼쪽" #: editor/event_listener_line_edit.cpp msgid "Joystick 3 Right" msgstr "조이스틱 3 오른쪽" #: editor/event_listener_line_edit.cpp msgid "Joystick 3 Up" msgstr "조이스틱 3 위로" #: editor/event_listener_line_edit.cpp msgid "Joystick 3 Down" msgstr "조이스틱 3 아래로" #: editor/event_listener_line_edit.cpp msgid "Joystick 4 Left" msgstr "조이스틱 4 왼쪽" #: editor/event_listener_line_edit.cpp msgid "Joystick 4 Right" msgstr "조이스틱 4 오른쪽" #: editor/event_listener_line_edit.cpp msgid "Joystick 4 Up" msgstr "조이스틱 4 업" #: editor/event_listener_line_edit.cpp msgid "Joystick 4 Down" msgstr "조이스틱 4 아래로" #: editor/event_listener_line_edit.cpp msgid "or" msgstr "또는" #: editor/event_listener_line_edit.cpp msgid "Unicode" msgstr "유니코드" #. TRANSLATORS: %d is the axis number, the first %s is either "-" or "+", and the second %s is the description of the axis. #: editor/event_listener_line_edit.cpp msgid "Joypad Axis %d %s (%s)" msgstr "조이패드 축 %d %s (%s)" #: editor/event_listener_line_edit.cpp msgid "All Devices" msgstr "모든 기기" #: editor/event_listener_line_edit.cpp msgid "Device" msgstr "기기" #: editor/event_listener_line_edit.cpp msgid "Listening for Input" msgstr "입력 대기 중" #: editor/event_listener_line_edit.cpp msgid "Filter by Event" msgstr "이벤트로 필터링" #: editor/export/codesign.cpp msgid "Can't get filesystem access." msgstr "파일시스템 접근 권한을 얻지 못했습니다." #: editor/export/codesign.cpp msgid "Failed to get Info.plist hash." msgstr "Info.plist 해시를 가져오지 못했습니다." #: editor/export/codesign.cpp msgid "Invalid Info.plist, no exe name." msgstr "Info.plist가 올바르지 않습니다. exe 이름이 없습니다." #: editor/export/codesign.cpp msgid "Invalid Info.plist, no bundle id." msgstr "Info.plist가 올바르지 않습니다. bundle id가 없습니다." #: editor/export/codesign.cpp msgid "Invalid Info.plist, can't load." msgstr "Info.plist가 올바르지 않습니다. 로드할 수 없습니다." #: editor/export/codesign.cpp msgid "Failed to create \"%s\" subfolder." msgstr "서브폴더 \"%s\"을(를) 만들 수 없습니다." #: editor/export/codesign.cpp msgid "Failed to extract thin binary." msgstr "thin binary 내보내기에 실패했습니다." #: editor/export/codesign.cpp msgid "Invalid binary format." msgstr "잘못된 바이너리 포맷." #: editor/export/codesign.cpp msgid "Already signed!" msgstr "이미 서명되었습니다!" #: editor/export/codesign.cpp msgid "Failed to process nested resources." msgstr "중첩된 리소스를 처리하지 못했습니다." #: editor/export/codesign.cpp msgid "Failed to create _CodeSignature subfolder." msgstr "_CodeSignature 하위 폴더를 생성하지 못했습니다." #: editor/export/codesign.cpp msgid "Failed to get CodeResources hash." msgstr "CodeResources 해시를 가져오지 못했습니다." #: editor/export/codesign.cpp msgid "Invalid entitlements file." msgstr "잘못된 자격 파일." #: editor/export/codesign.cpp msgid "Invalid executable file." msgstr "잘못된 실행 파일." #: editor/export/codesign.cpp msgid "Can't resize signature load command." msgstr "" #: editor/export/codesign.cpp msgid "Failed to create fat binary." msgstr "" #: editor/export/codesign.cpp msgid "Unknown bundle type." msgstr "알 수 없는 번들 타입입니다." #: editor/export/codesign.cpp msgid "Unknown object type." msgstr "알 수 없는 오브젝트 타입입니다." #: editor/export/editor_export_platform.cpp msgid "Project export for platform:" msgstr "플랫폼용 프로젝트 내보내기:" #: editor/export/editor_export_platform.cpp msgid "Completed with warnings." msgstr "완료하였지만 경고가 있습니다." #: editor/export/editor_export_platform.cpp msgid "Completed successfully." msgstr "성공적으로 완료되었습니다." #: editor/export/editor_export_platform.cpp msgid "Failed." msgstr "실패했습니다." #: editor/export/editor_export_platform.cpp #, fuzzy msgid "Unknown Error" msgstr "알 수 없음" #: editor/export/editor_export_platform.cpp msgid "Export failed with error code %d." msgstr "내보내기에 실패했습니다. 에러 코드: %d." #. TRANSLATORS: This is an editor progress label describing the storing of a file. #: editor/export/editor_export_platform.cpp msgid "Storing File: %s" msgstr "파일 저장: %s" #: editor/export/editor_export_platform.cpp msgid "Storing File:" msgstr "저장하려는 파일:" #: editor/export/editor_export_platform.cpp #, fuzzy msgid "No export template found at the expected path:" msgstr "새 오클루더를 지정된 경로에 저장할 수 없습니다:" #: editor/export/editor_export_platform.cpp #, fuzzy msgid "ZIP Creation" msgstr "POT 생성" #: editor/export/editor_export_platform.cpp msgid "Could not open file to read from path \"%s\"." msgstr "경로 \"%s\"에서 파일을 열지 못했습니다." #: editor/export/editor_export_platform.cpp msgid "Packing" msgstr "패킹 중" #: editor/export/editor_export_platform.cpp #, fuzzy msgid "Save PCK" msgstr "다른 이름으로 저장" #: editor/export/editor_export_platform.cpp msgid "Cannot create file \"%s\"." msgstr "\"%s\" 파일을 생성할 수 없습니다." #: editor/export/editor_export_platform.cpp msgid "Failed to export project files." msgstr "프로젝트 파일을 내보낼 수 없습니다." #: editor/export/editor_export_platform.cpp msgid "Can't open file for writing at path \"%s\"." msgstr "\"%s\" 경로의 파일을 쓰기 모드로 열 수 없습니다." #: editor/export/editor_export_platform.cpp msgid "Can't open file for reading-writing at path \"%s\"." msgstr "\"%s\" 경로의 파일을 읽기-쓰기 모드로 열 수 없습니다." #: editor/export/editor_export_platform.cpp msgid "Can't create encrypted file." msgstr "암호화된 파일을 만들 수 없습니다." #: editor/export/editor_export_platform.cpp msgid "Can't open encrypted file to write." msgstr "암호화된 파일을 쓰기 위해 열 수 없습니다." #: editor/export/editor_export_platform.cpp msgid "Can't open file to read from path \"%s\"." msgstr "\"%s\" 경로의 파일을 읽기 위해 열지 못했습니다." #: editor/export/editor_export_platform.cpp #, fuzzy msgid "Save ZIP" msgstr "다른 이름으로 저장" #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp msgid "Custom debug template not found." msgstr "커스텀 디버그 템플릿을 찾을 수 없습니다." #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp msgid "Custom release template not found." msgstr "커스텀 릴리스 템플릿을 찾을 수 없습니다." #: editor/export/editor_export_platform_pc.cpp msgid "" "A texture format must be selected to export the project. Please select at " "least one texture format." msgstr "" "프로젝트를 내보내려면 텍스처 포맷을 선택해야 합니다. 하나 이상의 텍스처 포맷" "을 선택해 주세요." #: editor/export/editor_export_platform_pc.cpp #, fuzzy msgid "Prepare Template" msgstr "템플릿 준비" #: editor/export/editor_export_platform_pc.cpp msgid "The given export path doesn't exist." msgstr "주어진 내보내기 경로는 존재하지 않습니다." #: editor/export/editor_export_platform_pc.cpp #: platform/web/export/export_plugin.cpp msgid "Template file not found: \"%s\"." msgstr "템플릿 파일을 찾을 수 없습니다: \"%s\"." #: editor/export/editor_export_platform_pc.cpp msgid "Failed to copy export template." msgstr "내보내기 템플릿을 복사하지 못했습니다." #: editor/export/editor_export_platform_pc.cpp #: platform/linuxbsd/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp #, fuzzy msgid "PCK Embedding" msgstr "패딩" #: editor/export/editor_export_platform_pc.cpp msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "32비트 환경에서는 4 GiB보다 큰 내장 PCK를 내보낼 수 없습니다." #: editor/export/editor_export_plugin.cpp msgid "Plugin \"%s\" is not supported on \"%s\"" msgstr "플러그인 \"%s\"는 \"%s\"에서는 지원되지 않습니다" #: editor/export/export_template_manager.cpp msgid "Open the folder containing these templates." msgstr "이 템플릿이 포함된 폴더를 엽니다." #: editor/export/export_template_manager.cpp msgid "Uninstall these templates." msgstr "이 템플릿을 제거합니다." #: editor/export/export_template_manager.cpp msgid "There are no mirrors available." msgstr "사용 가능한 미러가 없습니다." #: editor/export/export_template_manager.cpp msgid "Retrieving the mirror list..." msgstr "미러 목록을 가져오는 중..." #: editor/export/export_template_manager.cpp msgid "Starting the download..." msgstr "다운로드 시작 중..." #: editor/export/export_template_manager.cpp msgid "Error requesting URL:" msgstr "URL 요청 중 오류:" #: editor/export/export_template_manager.cpp msgid "Connecting to the mirror..." msgstr "미러 연결 중..." #: editor/export/export_template_manager.cpp msgid "Can't resolve the requested address." msgstr "요청한 주소를 확인할 수 없습니다." #: editor/export/export_template_manager.cpp msgid "Can't connect to the mirror." msgstr "미러에 연결할 수 없습니다." #: editor/export/export_template_manager.cpp msgid "No response from the mirror." msgstr "미러로부터 응답이 없습니다." #: editor/export/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed." msgstr "요청에 실패했습니다." #: editor/export/export_template_manager.cpp msgid "Request ended up in a redirect loop." msgstr "요청이 리디렉션 루프로 끝났습니다." #: editor/export/export_template_manager.cpp msgid "Request failed:" msgstr "요청 실패됨:" #: editor/export/export_template_manager.cpp msgid "Download complete; extracting templates..." msgstr "다운로드 완료. 템플릿 압축 해제 중..." #: editor/export/export_template_manager.cpp msgid "Cannot remove temporary file:" msgstr "임시 파일을 제거할 수 없음:" #: editor/export/export_template_manager.cpp msgid "" "Templates installation failed.\n" "The problematic templates archives can be found at '%s'." msgstr "" "템플릿 설치에 실패했습니다.\n" "문제가 있는 템플릿의 압축 파일은 '%s'에서 찾아 볼 수 있습니다." #: editor/export/export_template_manager.cpp msgid "Error getting the list of mirrors." msgstr "미러 목록을 가져오는 중 오류." #: editor/export/export_template_manager.cpp msgid "Error parsing JSON with the list of mirrors. Please report this issue!" msgstr "미러 목록의 JSON 구문 분석 중 오류. 이 문제를 신고해주세요!" #: editor/export/export_template_manager.cpp msgid "Best available mirror" msgstr "사용 가능한 최고의 미러" #: editor/export/export_template_manager.cpp msgid "" "No download links found for this version. Direct download is only available " "for official releases." msgstr "" "이 버전의 다운로드 링크를 찾을 수 없습니다. 공식 출시 버전만 바로 다운로드할 " "수 있습니다." #: editor/export/export_template_manager.cpp #, fuzzy msgid "Disconnected" msgstr "연결 끊기" #: editor/export/export_template_manager.cpp #, fuzzy msgid "Resolving" msgstr "해결 중..." #: editor/export/export_template_manager.cpp #, fuzzy msgid "Can't Resolve" msgstr "해결할 수 없습니다." #: editor/export/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Connecting..." msgstr "연결 중..." #: editor/export/export_template_manager.cpp #, fuzzy msgid "Can't Connect" msgstr "연결할 수 없습니다." #: editor/export/export_template_manager.cpp #, fuzzy msgid "Connected" msgstr "연결" #: editor/export/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Requesting..." msgstr "요청 중..." #: editor/export/export_template_manager.cpp #, fuzzy msgid "Downloading" msgstr "다운로드 중..." #: editor/export/export_template_manager.cpp #, fuzzy msgid "Connection Error" msgstr "(연결 시작 지점)" #: editor/export/export_template_manager.cpp #, fuzzy msgid "TLS Handshake Error" msgstr "불러오기 오류" #: editor/export/export_template_manager.cpp msgid "Can't open the export templates file." msgstr "내보내기 템플릿 파일을 열 수 없습니다." #: editor/export/export_template_manager.cpp msgid "Invalid version.txt format inside the export templates file: %s." msgstr "내보내기 템플릿 파일 안의 version.txt가 잘못된 형식임: %s." #: editor/export/export_template_manager.cpp msgid "No version.txt found inside the export templates file." msgstr "내보내기 템플릿 파일 안에 version.txt를 찾을 수 없습니다." #: editor/export/export_template_manager.cpp msgid "Error creating path for extracting templates:" msgstr "템플릿을 압축 풀기 위한 경로를 만드는 중 오류:" #: editor/export/export_template_manager.cpp msgid "Extracting Export Templates" msgstr "내보내기 템플릿 압축 푸는 중" #: editor/export/export_template_manager.cpp msgid "Importing:" msgstr "가져오는 중:" #: editor/export/export_template_manager.cpp msgid "Remove templates for the version '%s'?" msgstr "버전 '%s'의 템플릿을 제거하시겠습니까?" #: editor/export/export_template_manager.cpp msgid "Uncompressing Android Build Sources" msgstr "Android 빌드 소스 압축 푸는 중" #: editor/export/export_template_manager.cpp msgid "Export Template Manager" msgstr "내보내기 템플릿 매니저" #: editor/export/export_template_manager.cpp msgid "Current Version:" msgstr "현재 버전:" #: editor/export/export_template_manager.cpp msgid "Export templates are missing. Download them or install from a file." msgstr "" "내보내기 템플릿이 누락되어 있습니다. 다운로드하거나 파일에서 설치하세요." #: editor/export/export_template_manager.cpp #, fuzzy msgid "Export templates are missing. Install them from a file." msgstr "" "내보내기 템플릿이 누락되어 있습니다. 다운로드하거나 파일에서 설치하세요." #: editor/export/export_template_manager.cpp msgid "Export templates are installed and ready to be used." msgstr "내보내기 템플릿이 설치되어 사용될 준비가 되었습니다." #: editor/export/export_template_manager.cpp msgid "Open Folder" msgstr "폴더 열기" #: editor/export/export_template_manager.cpp msgid "Open the folder containing installed templates for the current version." msgstr "현재 버전을 위한 설치된 템플릿을 포함하는 폴더를 엽니다." #: editor/export/export_template_manager.cpp msgid "Uninstall" msgstr "제거" #: editor/export/export_template_manager.cpp msgid "Uninstall templates for the current version." msgstr "현재 버전을 위한 템플릿을 제거합니다." #: editor/export/export_template_manager.cpp msgid "Download from:" msgstr "다음으로부터 다운로드:" #: editor/export/export_template_manager.cpp #, fuzzy msgid "(no templates for development builds)" msgstr "공식 내보내기 템플릿은 개발 빌드에서는 이용할 수 없습니다." #: editor/export/export_template_manager.cpp msgid "Open in Web Browser" msgstr "웹 브라우저에서 열기" #: editor/export/export_template_manager.cpp msgid "Copy Mirror URL" msgstr "미러 URL 복사" #: editor/export/export_template_manager.cpp msgid "Download and Install" msgstr "다운로드 및 설치" #: editor/export/export_template_manager.cpp msgid "" "Download and install templates for the current version from the best " "possible mirror." msgstr "" "사용 가능한 최고의 미러에서 현재 버전을 위한 템플릿을 다운로드하고 설치합니" "다." #: editor/export/export_template_manager.cpp msgid "Official export templates aren't available for development builds." msgstr "공식 내보내기 템플릿은 개발 빌드에서는 이용할 수 없습니다." #: editor/export/export_template_manager.cpp msgid "Install from File" msgstr "파일에서 설치" #: editor/export/export_template_manager.cpp msgid "Install templates from a local file." msgstr "로컬 파일로부터 템플릿을 설치합니다." #: editor/export/export_template_manager.cpp msgid "Cancel the download of the templates." msgstr "템플릿의 다운로드를 취소합니다." #: editor/export/export_template_manager.cpp msgid "Other Installed Versions:" msgstr "다른 설치된 버전:" #: editor/export/export_template_manager.cpp msgid "Uninstall Template" msgstr "템플릿 제거" #: editor/export/export_template_manager.cpp msgid "Select Template File" msgstr "템플릿 파일 선택" #: editor/export/export_template_manager.cpp msgid "Godot Export Templates" msgstr "Godot 내보내기 템플릿" #: editor/export/export_template_manager.cpp msgid "" "The templates will continue to download.\n" "You may experience a short editor freeze when they finish." msgstr "" "템플릿이 다운로드를 계속할 것입니다.\n" "완료되면 에디터가 짧게 멈추는 현상을 겪을 수 있습니다." #: editor/export/project_export.cpp msgid "" "Target platform requires '%s' texture compression. Enable 'Import %s' to fix." msgstr "" "대상 플랫폼에서 '%s' 텍스처 압축이 필요합니다. 프로젝트 설정에서 '%s 가져오" "기' 설정을 활성화하세요." #: editor/export/project_export.cpp msgid "Fix Import" msgstr "가져오기 고치기" #: editor/export/project_export.cpp msgid "Runnable" msgstr "실행가능" #: editor/export/project_export.cpp msgid "Export the project for all the presets defined." msgstr "정의된 모든 사전 설정의 프로젝트를 내보냅니다." #: editor/export/project_export.cpp msgid "All presets must have an export path defined for Export All to work." msgstr "" "모든 사전 설정에는 모두 내보내기가 작동하도록 정의된 내보내기 경로가 있어야 " "합니다." #: editor/export/project_export.cpp msgid "Delete preset '%s'?" msgstr "'%s' 프리셋을 삭제하시겠습니까?" #: editor/export/project_export.cpp msgid "Resources to exclude:" msgstr "제외하는 리소스:" #: editor/export/project_export.cpp msgid "Resources to override export behavior:" msgstr "내보내기 동작을 덮어쓸 리소스:" #: editor/export/project_export.cpp msgid "Resources to export:" msgstr "내보내는 리소스:" #: editor/export/project_export.cpp msgid "(Inherited)" msgstr "(상속됨)" #: editor/export/project_export.cpp msgid "Export With Debug" msgstr "디버그와 함께 내보내기" #. TRANSLATORS: This is the name of a project export file format. %s will be replaced by the platform name. #: editor/export/project_export.cpp msgid "%s Export" msgstr "%s 내보내기" #: editor/export/project_export.cpp msgid "Release" msgstr "출시" #: editor/export/project_export.cpp msgid "Exporting All" msgstr "모두 내보내기" #: editor/export/project_export.cpp editor/plugins/curve_editor_plugin.cpp msgid "Presets" msgstr "프리셋" #: editor/export/project_export.cpp editor/localization_editor.cpp msgid "Add..." msgstr "추가..." #: editor/export/project_export.cpp editor/filesystem_dock.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Duplicate" msgstr "복제" #: editor/export/project_export.cpp msgid "" "If checked, the preset will be available for use in one-click deploy.\n" "Only one preset per platform may be marked as runnable." msgstr "" "체크하면 프리셋은 원 클릭 배포로 사용할 수 있게 됩니다.\n" "플랫폼 당 하나의 프리셋만 실행 가능하다고 표시될 것입니다." #: editor/export/project_export.cpp editor/rename_dialog.cpp msgid "Advanced Options" msgstr "고급 옵션" #: editor/export/project_export.cpp msgid "If checked, the advanced options will be shown." msgstr "고급 설정을 보려면 체크하세요." #: editor/export/project_export.cpp msgid "Export Path" msgstr "내보낼 경로" #: editor/export/project_export.cpp #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/gpu_particles_2d_editor_plugin.cpp #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp #: editor/plugins/theme_editor_preview.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Options" msgstr "설정" #: editor/export/project_export.cpp msgid "Resources" msgstr "리소스" #: editor/export/project_export.cpp msgid "Export all resources in the project" msgstr "프로젝트의 모든 리소스 내보내기" #: editor/export/project_export.cpp msgid "Export selected scenes (and dependencies)" msgstr "선택한 씬 내보내기 (종속된 리소스 포함)" #: editor/export/project_export.cpp msgid "Export selected resources (and dependencies)" msgstr "선택한 리소스 내보내기 (종속된 리소스 포함)" #: editor/export/project_export.cpp msgid "Export all resources in the project except resources checked below" msgstr "체크한 리소스를 제외하고 프로젝트의 모든 리소스 내보내기" #: editor/export/project_export.cpp msgid "Export as dedicated server" msgstr "전용 서버로 내보내기" #: editor/export/project_export.cpp msgid "Export Mode:" msgstr "내보내기 모드:" #: editor/export/project_export.cpp msgid "" "\"Strip Visuals\" will replace the following resources with placeholders:" msgstr "\"스트립 비주얼\"은 다음 리소스를 자리 표시자로 대체합니다:" #: editor/export/project_export.cpp msgid "Strip Visuals" msgstr "스트립 비주얼" #: editor/export/project_export.cpp editor/rename_dialog.cpp msgid "Keep" msgstr "유지" #: editor/export/project_export.cpp msgid "" "Filters to export non-resource files/folders\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" "리소스가 아닌 파일/폴더 내보내기 필터\n" "(쉼표로 구분, 예: *.json, *.txt, docs/*)" #: editor/export/project_export.cpp msgid "" "Filters to exclude files/folders from project\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" "프로젝트에서 제외할 파일/폴더 필터\n" "(쉼표로 구분, 예: *.json, *.txt, docs/*)" #: editor/export/project_export.cpp msgid "Features" msgstr "기능" #: editor/export/project_export.cpp msgid "Custom (comma-separated):" msgstr "커스텀(쉼표로 구분):" #: editor/export/project_export.cpp msgid "Feature List:" msgstr "기능 목록:" #: editor/export/project_export.cpp msgid "Encryption" msgstr "암호화" #: editor/export/project_export.cpp msgid "Encrypt Exported PCK" msgstr "내보낸 PCK 암호화" #: editor/export/project_export.cpp msgid "Encrypt Index (File Names and Info)" msgstr "인덱스 암호화(파일 이름 및 정보)" #: editor/export/project_export.cpp msgid "" "Filters to include files/folders\n" "(comma-separated, e.g: *.tscn, *.tres, scenes/*)" msgstr "" "프로젝트에 포함할 파일/폴더 필터\n" "(쉼표로 구분, 예: *.tscn, *.tres, scenes/*)" #: editor/export/project_export.cpp msgid "" "Filters to exclude files/folders\n" "(comma-separated, e.g: *.ctex, *.import, music/*)" msgstr "" "프로젝트에서 제외할 파일/폴더 필터\n" "(쉼표로 구분, 예: *.ctex, *.import, music/*)" #: editor/export/project_export.cpp msgid "Invalid Encryption Key (must be 64 hexadecimal characters long)" msgstr "잘못된 암호화 키 (16진수 형식이고 64글자여야 합니다)" #: editor/export/project_export.cpp msgid "Encryption Key (256-bits as hexadecimal):" msgstr "암호화 키 (16진수 형식으로 256-비트):" #: editor/export/project_export.cpp msgid "" "Note: Encryption key needs to be stored in the binary,\n" "you need to build the export templates from source." msgstr "" "참고: 암호화 키는 바이너리에 저장되어야 하며,\n" "소스에서 내보내기 템플릿을 빌드해야 합니다." #: editor/export/project_export.cpp msgid "More Info..." msgstr "추가 정보..." #: editor/export/project_export.cpp msgid "Scripts" msgstr "스크립트" #: editor/export/project_export.cpp msgid "GDScript Export Mode:" msgstr "GDScript 내보내기 모드:" #: editor/export/project_export.cpp msgid "Text (easier debugging)" msgstr "텍스트 (쉬운 디버깅)" #: editor/export/project_export.cpp msgid "Binary tokens (faster loading)" msgstr "바이너리 토큰 (빠른 로딩)" #: editor/export/project_export.cpp msgid "Compressed binary tokens (smaller files)" msgstr "압축된 바이너리 토큰 (작은 크기)" #: editor/export/project_export.cpp msgid "Export PCK/ZIP..." msgstr "PCK/ZIP 내보내기..." #: editor/export/project_export.cpp msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " "build, only the project data without a Godot executable." msgstr "" "프로젝트의 리소스들을 PCK 또는 ZIP 패키지로 내보냅니다. 이것은 단독으로 실행" "할 수 없으며, Godot 실행 파일 없이 오직 프로젝트 데이터만을 포함합니다." #: editor/export/project_export.cpp msgid "Export Project..." msgstr "프로젝트 내보내기..." #: editor/export/project_export.cpp msgid "" "Export the project as a playable build (Godot executable and project data) " "for the selected preset." msgstr "" "선택된 프리셋을 이용해 프로젝트를 실행할 수 있는 빌드 (Godot 실행 파일 및 프" "로젝트 데이터)로 내보냅니다." #: editor/export/project_export.cpp msgid "Export All" msgstr "모두 내보내기" #: editor/export/project_export.cpp msgid "Choose an export mode:" msgstr "내보내기 모드를 선택하세요:" #: editor/export/project_export.cpp msgid "Export All..." msgstr "모두 내보내기..." #: editor/export/project_export.cpp editor/project_manager/project_dialog.cpp msgid "ZIP File" msgstr "ZIP 파일" #: editor/export/project_export.cpp msgid "Godot Project Pack" msgstr "Godot 프로젝트 팩" #: editor/export/project_export.cpp msgid "Export templates for this platform are missing:" msgstr "이 플랫폼에 대한 내보내기 템플릿이 누락됨:" #: editor/export/project_export.cpp msgid "Project Export" msgstr "프로젝트 내보내기" #: editor/export/project_export.cpp msgid "Manage Export Templates" msgstr "내보내기 템플릿 관리" #: editor/fbx_importer_manager.cpp msgid "Disable FBX2glTF & Restart" msgstr "FBX2glTF 비활성화 & 다시 시작" #: editor/fbx_importer_manager.cpp msgid "" "Canceling this dialog will disable the FBX2glTF importer and use the ufbx " "importer.\n" "You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " "> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" "취소하면 FBX2glTF 임포터를 비활성화하고 ufbx 임포터를 사용합니다.\n" "프로젝트 설정의 파일시스템 > 가져오기 > FBX > 활성화됨 에서 FBX2glTF를 다시 " "활성화할 수 있습니다.\n" "\n" "임포터는 에디터가 새로 시작될 때 등록되기 때문에, 에디터를 재시작할 것입니다." #: editor/fbx_importer_manager.cpp msgid "Path to FBX2glTF executable is empty." msgstr "FBX2glTF 실행 파일 경로가 비어 있습니다." #: editor/fbx_importer_manager.cpp msgid "Path to FBX2glTF executable is invalid." msgstr "FBX2glTF 실행 파일 경로가 잘못되었습니다." #: editor/fbx_importer_manager.cpp msgid "Error executing this file (wrong version or architecture)." msgstr "" "이 파일을 실행하는 동안 오류가 발생했습니다 (잘못된 버전 또는 아키텍처)." #: editor/fbx_importer_manager.cpp msgid "FBX2glTF executable is valid." msgstr "FBX2glTF 실행 파일이 올바릅니다." #: editor/fbx_importer_manager.cpp msgid "Configure FBX Importer" msgstr "FBX 임포터 설정" #: editor/fbx_importer_manager.cpp msgid "" "FBX2glTF is required for importing FBX files if using FBX2glTF.\n" "Alternatively, you can use ufbx by disabling FBX2glTF.\n" "Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF를 이용하여 FBX 파일을 가져오려면 FBX2glTF가 필요합니다.\n" "그러나 FBX2glTF를 비활성화하고 대신 ufbx를 사용하도록 설정할 수도 있습니다.\n" "필요한 파일을 다운로드하고 바이너리의 유효한 경로를 제공하세요:" #: editor/fbx_importer_manager.cpp msgid "Click this link to download FBX2glTF" msgstr "이 링크를 클릭하여 FBX2glTF를 다운로드하세요" #: editor/fbx_importer_manager.cpp editor/project_manager/project_dialog.cpp #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Browse" msgstr "검색" #: editor/fbx_importer_manager.cpp #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Confirm Path" msgstr "경로 확인" #: editor/filesystem_dock.cpp msgid "Favorites" msgstr "즐겨찾기" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp msgid "View items as a grid of thumbnails." msgstr "항목을 바둑판 형식의 썸네일로 봅니다." #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp msgid "View items as a list." msgstr "항목을 목록 형식으로 봅니다." #: editor/filesystem_dock.cpp msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "" "상태: 파일 가져오기에 실패했습니다. 수동으로 파일을 수정하고 다시 가져와주세" "요." #: editor/filesystem_dock.cpp msgid "" "Importing has been disabled for this file, so it can't be opened for editing." msgstr "" "이 파일에 대해 가져오기가 비활성화되었으며, 편집을 위해 열 수 없습니다." #: editor/filesystem_dock.cpp msgid "Cannot move/rename resources root." msgstr "리소스 루트를 옮기거나 이름을 바꿀 수 없습니다." #: editor/filesystem_dock.cpp msgid "Cannot move a folder into itself." msgstr "폴더를 자신의 하위로 옮길 수 없습니다." #: editor/filesystem_dock.cpp msgid "Error moving:" msgstr "이동 중 오류:" #: editor/filesystem_dock.cpp msgid "Error duplicating:" msgstr "복제 중 오류:" #: editor/filesystem_dock.cpp msgid "Failed to save resource at %s: %s" msgstr "%s 에 리소스를 저장하지 못했습니다: %s" #: editor/filesystem_dock.cpp msgid "Failed to load resource at %s: %s" msgstr "%s 에서 리소스를 불러오지 못했습니다: %s" #: editor/filesystem_dock.cpp msgid "Unable to update dependencies for:" msgstr "종속성을 업데이트할 수 없음:" #: editor/filesystem_dock.cpp msgid "" "This filename begins with a dot rendering the file invisible to the editor.\n" "If you want to rename it anyway, use your operating system's file manager." msgstr "" "점(.)으로 시작하는 파일명은 편집기에서 보이지 않습니다.\n" "이름을 변경하려면 운영 체제의 파일 탐색기를 사용하십시오." #: editor/filesystem_dock.cpp msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" "After renaming to an unknown extension, the file won't be shown in the " "editor anymore." msgstr "" "이 파일 확장자는 편집기에서 인식되지 않습니다.\n" "이름을 변경하려면 운영 체제의 파일 탐색기를 사용하십시오.\n" "알 수 없는 확장자로 이름을 바꾸면 파일이 더 이상 편집기에 표시되지 않습니다." #: editor/filesystem_dock.cpp msgid "A file or folder with this name already exists." msgstr "이 이름은 이미 어떤 파일이나 폴더가 쓰고 있습니다." #: editor/filesystem_dock.cpp editor/script_create_dialog.cpp msgid "Name begins with a dot." msgstr "이름이 점으로 시작합니다." #: editor/filesystem_dock.cpp msgid "" "The following files or folders conflict with items in the target location " "'%s':" msgstr "다음 파일이나 폴더가 대상 위치 '%s'의 항목과 충돌합니다:" #: editor/filesystem_dock.cpp msgid "Do you wish to overwrite them or rename the copied files?" msgstr "이들을 덮어쓰시겠습니까, 아니면 복사된 파일의 이름을 바꾸시겠습니까?" #: editor/filesystem_dock.cpp msgid "Do you wish to overwrite them or rename the moved files?" msgstr "이들을 덮어쓰시겠습니까, 아니면 이동된 파일의 이름을 바꾸시겠습니까?" #: editor/filesystem_dock.cpp msgid "" "Couldn't run external program to check for terminal emulator presence: " "command -v %s" msgstr "" "터미널 에뮬레이터의 존재를 확인하기 위해 외부 프로그램을 실행하는 것에 실패했" "습니다: command -v %s" #: editor/filesystem_dock.cpp msgid "" "Couldn't run external terminal program (error code %d): %s %s\n" "Check `filesystem/external_programs/terminal_emulator` and `filesystem/" "external_programs/terminal_emulator_flags` in the Editor Settings." msgstr "" "외부 터미널 프로그램을 실행하지 못했습니다 (에러 코드 %d): %s %s\n" "에디터 설정에서 `filesystem/external_programs/terminal_emulator` 및 " "`filesystem/external_programs/terminal_emulator_flags` 값을 확인하세요." #: editor/filesystem_dock.cpp msgid "Duplicating file:" msgstr "파일 복제 중:" #: editor/filesystem_dock.cpp msgid "Duplicating folder:" msgstr "폴더 복제 중:" #: editor/filesystem_dock.cpp msgid "New Inherited Scene" msgstr "새 상속된 씬" #: editor/filesystem_dock.cpp msgid "Set as Main Scene" msgstr "메인 씬으로 설정" #: editor/filesystem_dock.cpp msgid "Open Scenes" msgstr "씬 열기" #: editor/filesystem_dock.cpp msgid "Instantiate" msgstr "인스턴스화하기" #: editor/filesystem_dock.cpp msgid "Edit Dependencies..." msgstr "종속 관계 편집..." #: editor/filesystem_dock.cpp msgid "View Owners..." msgstr "소유자 보기..." #: editor/filesystem_dock.cpp msgid "Create New" msgstr "새로 만들기" #: editor/filesystem_dock.cpp msgid "Folder..." msgstr "폴더..." #: editor/filesystem_dock.cpp msgid "Scene..." msgstr "씬..." #: editor/filesystem_dock.cpp msgid "Script..." msgstr "스크립트..." #: editor/filesystem_dock.cpp msgid "Resource..." msgstr "리소스..." #: editor/filesystem_dock.cpp msgid "TextFile..." msgstr "텍스트 파일..." #: editor/filesystem_dock.cpp msgid "Expand Folder" msgstr "폴더 펼치기" #: editor/filesystem_dock.cpp msgid "Expand Hierarchy" msgstr "계층 구조 펼치기" #: editor/filesystem_dock.cpp msgid "Collapse Hierarchy" msgstr "계층 구조 접기" #: editor/filesystem_dock.cpp msgid "Set Folder Color..." msgstr "폴더 색깔 설정..." #: editor/filesystem_dock.cpp msgid "Default (Reset)" msgstr "기본값 (리셋)" #: editor/filesystem_dock.cpp msgid "Move/Duplicate To..." msgstr "다른 곳으로 이동/복제..." #: editor/filesystem_dock.cpp msgid "Add to Favorites" msgstr "즐겨찾기에 추가" #: editor/filesystem_dock.cpp msgid "Remove from Favorites" msgstr "즐겨찾기에서 제거" #: editor/filesystem_dock.cpp editor/import/3d/scene_import_settings.cpp #: editor/import/audio_stream_import_settings.cpp #: editor/import/dynamic_font_import_settings.cpp editor/import_dock.cpp msgid "Reimport" msgstr "다시 가져오기" #: editor/filesystem_dock.cpp msgid "Open in Terminal" msgstr "터미널에서 열기" #: editor/filesystem_dock.cpp msgid "Open Containing Folder in Terminal" msgstr "폴더를 터미널에서 열기" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp msgid "Open in File Manager" msgstr "파일 매니저에서 열기" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp msgid "New Folder..." msgstr "새 폴더..." #: editor/filesystem_dock.cpp msgid "New Scene..." msgstr "새 씬..." #: editor/filesystem_dock.cpp msgid "New Resource..." msgstr "새 리소스..." #: editor/filesystem_dock.cpp msgid "New TextFile..." msgstr "새 텍스트 파일..." #: editor/filesystem_dock.cpp msgid "Sort Files" msgstr "파일 정렬" #: editor/filesystem_dock.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "Sort by Name (Ascending)" msgstr "이름순 정렬 (오름차순)" #: editor/filesystem_dock.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "Sort by Name (Descending)" msgstr "이름순 정렬 (내림차순)" #: editor/filesystem_dock.cpp msgid "Sort by Type (Ascending)" msgstr "타입별 정렬 (오름차순)" #: editor/filesystem_dock.cpp msgid "Sort by Type (Descending)" msgstr "타입별 정렬 (내림차순)" #: editor/filesystem_dock.cpp msgid "Sort by Last Modified" msgstr "마지막으로 수정된 순서로 정렬" #: editor/filesystem_dock.cpp msgid "Sort by First Modified" msgstr "처음으로 수정된 순서로 정렬" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp msgid "Copy Path" msgstr "경로 복사" #: editor/filesystem_dock.cpp #, fuzzy msgid "Copy Absolute Path" msgstr "노드 경로 복사" #: editor/filesystem_dock.cpp msgid "Copy UID" msgstr "UID 복사" #: editor/filesystem_dock.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Duplicate..." msgstr "복제..." #: editor/filesystem_dock.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Rename..." msgstr "이름 바꾸기..." #: editor/filesystem_dock.cpp msgid "Open in External Program" msgstr "다른 프로그램에서 열기" #: editor/filesystem_dock.cpp msgid "Red" msgstr "붉은색" #: editor/filesystem_dock.cpp msgid "Orange" msgstr "주황색" #: editor/filesystem_dock.cpp msgid "Yellow" msgstr "노란색" #: editor/filesystem_dock.cpp msgid "Green" msgstr "초록색" #: editor/filesystem_dock.cpp msgid "Teal" msgstr "하늘색" #: editor/filesystem_dock.cpp msgid "Blue" msgstr "파란색" #: editor/filesystem_dock.cpp msgid "Purple" msgstr "보라색" #: editor/filesystem_dock.cpp msgid "Pink" msgstr "분홍색" #: editor/filesystem_dock.cpp msgid "Gray" msgstr "회색" #: editor/filesystem_dock.cpp msgid "Go to previous selected folder/file." msgstr "이전 파일/폴더로 이동합니다." #: editor/filesystem_dock.cpp msgid "Go to next selected folder/file." msgstr "다음 파일/폴더로 이동합니다." #: editor/filesystem_dock.cpp msgid "Re-Scan Filesystem" msgstr "파일시스템 다시 스캔" #: editor/filesystem_dock.cpp msgid "Change Split Mode" msgstr "분할 모드 변경" #: editor/filesystem_dock.cpp msgid "Filter Files" msgstr "파일 필터" #: editor/filesystem_dock.cpp msgid "" "Scanning Files,\n" "Please Wait..." msgstr "" "파일 스캔중.\n" "잠시만 기다려주세요..." #: editor/filesystem_dock.cpp msgid "Overwrite" msgstr "덮어 쓰기" #: editor/filesystem_dock.cpp msgid "Keep Both" msgstr "둘 다 유지" #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp msgid "Create Script" msgstr "스크립트 만들기" #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp msgid "Find in Files" msgstr "파일에서 찾기" #: editor/find_in_files.cpp msgid "Find:" msgstr "찾기:" #: editor/find_in_files.cpp editor/rename_dialog.cpp msgid "Replace:" msgstr "바꾸기:" #: editor/find_in_files.cpp msgid "Folder:" msgstr "폴더:" #: editor/find_in_files.cpp msgid "Filters:" msgstr "필터:" #: editor/find_in_files.cpp msgid "" "Include the files with the following extensions. Add or remove them in " "ProjectSettings." msgstr "" "다음 확장자의 파일을 포함하세요. 프로젝트 설정에서 파일을 추가하거나 제거하세" "요." #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find..." msgstr "찾기..." #: editor/find_in_files.cpp editor/plugins/script_text_editor.cpp msgid "Replace..." msgstr "바꾸기..." #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp msgid "Replace in Files" msgstr "파일에서 바꾸기" #: editor/find_in_files.cpp msgid "Replace all (no undo)" msgstr "모두 바꾸기 (되돌릴 수 없음)" #: editor/find_in_files.cpp msgid "Searching..." msgstr "검색 중..." #: editor/find_in_files.cpp msgid "%d match in %d file" msgstr "%d개 매치가 %d개 파일 중 있음" #: editor/find_in_files.cpp msgid "%d matches in %d file" msgstr "%d개 매치가 %d개 파일 중 있음" #: editor/find_in_files.cpp msgid "%d matches in %d files" msgstr "%d개 매치가 %d개 파일 중 있음" #: editor/group_settings_editor.cpp msgid "Set Group Description" msgstr "그룹 설명 설정" #: editor/group_settings_editor.cpp msgid "Invalid group name. It cannot be empty." msgstr "그룹 이름은 비워둘 수 없습니다." #: editor/group_settings_editor.cpp msgid "A group with the name '%s' already exists." msgstr "이름 '%s'을(를) 가진 그룹이 이미 있습니다." #: editor/group_settings_editor.cpp editor/groups_editor.cpp msgid "Group can't be empty." msgstr "그룹은 비워둘 수 없습니다." #: editor/group_settings_editor.cpp editor/groups_editor.cpp msgid "Group already exists." msgstr "그룹이 이미 존재합니다." #: editor/group_settings_editor.cpp msgid "Add Group" msgstr "그룹 추가" #: editor/group_settings_editor.cpp #, fuzzy msgid "Renaming Group References" msgstr "그룹 참조를 제거하는 중" #: editor/group_settings_editor.cpp msgid "Removing Group References" msgstr "그룹 참조를 제거하는 중" #: editor/group_settings_editor.cpp editor/groups_editor.cpp msgid "Rename Group" msgstr "그룹 이름 바꾸기" #: editor/group_settings_editor.cpp editor/groups_editor.cpp msgid "Remove Group" msgstr "그룹 제거" #: editor/group_settings_editor.cpp editor/groups_editor.cpp msgid "Delete references from all scenes" msgstr "모든 씬에서 찾아 삭제" #: editor/group_settings_editor.cpp msgid "Delete group \"%s\"?" msgstr "그룹 \"%s\"을(를) 삭제할까요?" #: editor/group_settings_editor.cpp editor/groups_editor.cpp msgid "Group name is valid." msgstr "그룹 이름이 올바릅니다." #: editor/group_settings_editor.cpp editor/groups_editor.cpp msgid "Rename references in all scenes" msgstr "모든 씬에서 찾아 이름 바꾸기" #: editor/groups_editor.cpp #, fuzzy msgid "Scene Groups" msgstr "그룹 이름 바꾸기" #: editor/groups_editor.cpp msgid "This group belongs to another scene and can't be edited." msgstr "이 그룹은 다른 씬에 속하기 때문에 편집할 수 없습니다." #: editor/groups_editor.cpp msgid "Copy group name to clipboard." msgstr "그룹 이름을 클립보드에 복사합니다." #: editor/groups_editor.cpp msgid "Global Groups" msgstr "전역 그룹" #: editor/groups_editor.cpp msgid "Add to Group" msgstr "그룹에 추가" #: editor/groups_editor.cpp msgid "Remove from Group" msgstr "그룹에서 제거" #: editor/groups_editor.cpp msgid "Convert to Global Group" msgstr "전역 그룹으로 변환" #: editor/groups_editor.cpp msgid "Convert to Scene Group" msgstr "씬 그룹으로 변환" #: editor/groups_editor.cpp msgid "Create New Group" msgstr "새 그룹 만들기" #: editor/groups_editor.cpp editor/history_dock.cpp msgid "Global" msgstr "전역" #: editor/groups_editor.cpp msgid "Delete group \"%s\" and all its references?" msgstr "그룹 \"%s\"와(과) 모든 참조를 삭제할까요?" #: editor/groups_editor.cpp msgid "Add a new group." msgstr "새 그룹을 추가합니다." #: editor/groups_editor.cpp msgid "Filter Groups" msgstr "그룹 필터링" #: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp msgid "" "Git commit date: %s\n" "Click to copy the version information." msgstr "" "Git 커밋 일자: %s\n" "버전 정보를 복사하려면 클릭하세요." #: editor/gui/editor_bottom_panel.cpp msgid "Expand Bottom Panel" msgstr "아래쪽 패널 확장" #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" msgstr "파일 이동/복사: %s" #. TRANSLATORS: %d is the number of files that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate %d Item" msgid_plural "Move/Duplicate %d Items" msgstr[0] "%d 개 파일 이동/복사" #: editor/gui/editor_dir_dialog.cpp msgid "Choose target directory:" msgstr "디렉터리를 선택하세요:" #: editor/gui/editor_dir_dialog.cpp msgid "Move" msgstr "이동" #: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "네트워크" #: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "현재 폴더 선택" #: editor/gui/editor_file_dialog.cpp msgid "Cannot save file with an empty filename." msgstr "파일 이름이 비어 있는 파일을 저장할 수 없습니다." #: editor/gui/editor_file_dialog.cpp msgid "Cannot save file with a name starting with a dot." msgstr "점으로 시작하는 이름의 파일을 저장할 수 없습니다." #: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" "\"%s\" 파일이 이미 있습니다.\n" "덮어쓰시겠습니까?" #: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "이 폴더 선택" #: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "인식 가능한 모든 파일" #: editor/gui/editor_file_dialog.cpp msgid "All Files (*)" msgstr "모든 파일 (*)" #: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "파일 열기" #: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "여러 파일 열기" #: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "디렉토리 열기" #: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "디렉토리 또는 파일 열기" #: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Save a File" msgstr "파일로 저장" #: editor/gui/editor_file_dialog.cpp msgid "Could not create folder. File with that name already exists." msgstr "폴더를 만들 수 없습니다. 다른 파일이 이 이름을 이미 쓰고 있습니다." #: editor/gui/editor_file_dialog.cpp msgid "Favorited folder does not exist anymore and will be removed." msgstr "즐겨찾기 폴더가 더 이상 존재하지 않으며 제거됩니다." #: editor/gui/editor_file_dialog.cpp msgid "Go Back" msgstr "뒤로" #: editor/gui/editor_file_dialog.cpp msgid "Go Forward" msgstr "앞으로" #: editor/gui/editor_file_dialog.cpp msgid "Go Up" msgstr "상위로" #: editor/gui/editor_file_dialog.cpp msgid "Toggle Hidden Files" msgstr "숨김 파일 토글" #: editor/gui/editor_file_dialog.cpp msgid "Toggle Favorite" msgstr "즐겨찾기 토글" #: editor/gui/editor_file_dialog.cpp msgid "Toggle Mode" msgstr "모드 토글" #: editor/gui/editor_file_dialog.cpp msgid "Focus Path" msgstr "경로 포커스" #: editor/gui/editor_file_dialog.cpp msgid "Move Favorite Up" msgstr "즐겨찾기 위로 이동" #: editor/gui/editor_file_dialog.cpp msgid "Move Favorite Down" msgstr "즐겨찾기 아래로 이동" #: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "이전 폴더로 이동합니다." #: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "다음 폴더로 이동합니다." #: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "부모 폴더로 이동합니다." #: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "파일을 새로고침합니다." #: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "현재 폴더를 즐겨찾기 설정/즐겨찾기 해제합니다." #: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "숨긴 파일의 표시 여부를 토글합니다." #: editor/gui/editor_file_dialog.cpp msgid "Create a new folder." msgstr "새 폴더를 만듭니다." #: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "디렉토리 & 파일:" #: editor/gui/editor_file_dialog.cpp #: editor/import/audio_stream_import_settings.cpp #: editor/plugins/sprite_2d_editor_plugin.cpp #: editor/plugins/tiles/atlas_merging_dialog.cpp editor/rename_dialog.cpp msgid "Preview:" msgstr "미리보기:" #: editor/gui/editor_file_dialog.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "파일:" #: editor/gui/editor_file_dialog.cpp msgid "" "Remove the selected files? For safety only files and empty directories can " "be deleted from here. (Cannot be undone.)\n" "Depending on your filesystem configuration, the files will either be moved " "to the system trash or deleted permanently." msgstr "" "선택된 파일을 제거하시겠습니까? 안전을 위해, 여기서는 파일과 빈 디렉터리만 지" "울 수 있습니다. (되돌릴 수 없습니다.)\n" "파일시스템 구성에 따라, 파일은 시스템 휴지동으로 이동되거나 완전히 삭제됩니" "다." #: editor/gui/editor_object_selector.cpp msgid "No sub-resources found." msgstr "하위 리소스를 찾을 수 없습니다." #: editor/gui/editor_object_selector.cpp msgid "Open a list of sub-resources." msgstr "하위 리소스의 목록을 엽니다." #: editor/gui/editor_run_bar.cpp msgid "Play the project." msgstr "프로젝트를 실행합니다." #: editor/gui/editor_run_bar.cpp msgid "Play the edited scene." msgstr "편집하고 있던 씬을 실행합니다." #: editor/gui/editor_run_bar.cpp msgid "Play a custom scene." msgstr "특정한 씬을 실행합니다." #: editor/gui/editor_run_bar.cpp msgid "Reload the played scene." msgstr "실행 중인 씬을 재시작합니다." #: editor/gui/editor_run_bar.cpp msgid "Quick Run Scene..." msgstr "씬 빠른 실행..." #: editor/gui/editor_run_bar.cpp msgid "" "Movie Maker mode is enabled, but no movie file path has been specified.\n" "A default movie file path can be specified in the project settings under the " "Editor > Movie Writer category.\n" "Alternatively, for running single scenes, a `movie_file` string metadata can " "be added to the root node,\n" "specifying the path to a movie file that will be used when recording that " "scene." msgstr "" #: editor/gui/editor_run_bar.cpp #, fuzzy msgid "Could not start subprocess(es)!" msgstr "productbuild 실행 파일을 시작할 수 없었습니다." #: editor/gui/editor_run_bar.cpp msgid "Run the project's default scene." msgstr "프로젝트의 기본 씬을 실행합니다." #: editor/gui/editor_run_bar.cpp editor/project_manager.cpp msgid "Run Project" msgstr "프로젝트 실행" #: editor/gui/editor_run_bar.cpp msgid "Pause the running project's execution for debugging." msgstr "디버깅을 위해 현재 프로젝트를 일시 정지합니다." #: editor/gui/editor_run_bar.cpp msgid "Pause Running Project" msgstr "프로젝트 일시 정지" #: editor/gui/editor_run_bar.cpp msgid "Stop the currently running project." msgstr "현재 프로젝트를 정지합니다." #: editor/gui/editor_run_bar.cpp msgid "Stop Running Project" msgstr "프로젝트 정지" #: editor/gui/editor_run_bar.cpp msgid "Run the currently edited scene." msgstr "편집하고 있는 씬을 실행합니다." #: editor/gui/editor_run_bar.cpp msgid "Run Current Scene" msgstr "현재 씬 실행" #: editor/gui/editor_run_bar.cpp msgid "Run a specific scene." msgstr "특정 씬을 실행합니다." #: editor/gui/editor_run_bar.cpp msgid "Run Specific Scene" msgstr "특정 씬 실행" #: editor/gui/editor_run_bar.cpp msgid "" "Enable Movie Maker mode.\n" "The project will run at stable FPS and the visual and audio output will be " "recorded to a video file." msgstr "" "무비 메이커 모드를 활성화합니다.\n" "프로젝트가 안정적인 FPS로 실행되고 시각 및 오디오 출력이 비디오 파일로 녹화됩" "니다." #: editor/gui/editor_scene_tabs.cpp msgid "Play This Scene" msgstr "이 씬 실행" #: editor/gui/editor_scene_tabs.cpp msgid "Close Tab" msgstr "탭 닫기" #: editor/gui/editor_scene_tabs.cpp msgid "Undo Close Tab" msgstr "닫은 탭 다시 열기" #: editor/gui/editor_scene_tabs.cpp editor/plugins/script_editor_plugin.cpp msgid "Close Other Tabs" msgstr "다른 탭 닫기" #: editor/gui/editor_scene_tabs.cpp msgid "Close Tabs to the Right" msgstr "탭을 오른쪽으로 닫기" #: editor/gui/editor_scene_tabs.cpp msgid "Close All Tabs" msgstr "모든 탭 닫기" #: editor/gui/editor_scene_tabs.cpp editor/project_manager/project_list.cpp msgid "New Window" msgstr "새 창" #: editor/gui/editor_scene_tabs.cpp msgid "Add a new scene." msgstr "새 씬을 추가합니다." #: editor/gui/editor_spin_slider.cpp msgid "" "Hold %s to round to integers.\n" "Hold Shift for more precise changes." msgstr "" "정수로 반올림하려면 %s 키를 누르세요.\n" "정밀한 변경을 하려면 Shift 키를 누르세요." #: editor/gui/editor_toaster.cpp msgid "No notifications." msgstr "알림이 없습니다." #: editor/gui/editor_toaster.cpp msgid "Show notifications." msgstr "알림을 보여줍니다." #: editor/gui/editor_toaster.cpp msgid "Silence the notifications." msgstr "알림을 숨깁니다." #: editor/gui/scene_tree_editor.cpp msgid "Toggle Visible" msgstr "보이기 토글" #: editor/gui/scene_tree_editor.cpp msgid "Unlock Node" msgstr "노드 잠금 풀기" #: editor/gui/scene_tree_editor.cpp msgid "Ungroup Children" msgstr "자식 묶음 풀기" #: editor/gui/scene_tree_editor.cpp msgid "Disable Scene Unique Name" msgstr "씬 고유 이름 비활성화" #: editor/gui/scene_tree_editor.cpp msgid "(Connecting From)" msgstr "(연결 시작 지점)" #: editor/gui/scene_tree_editor.cpp msgid "Node configuration warning:" msgstr "노드 설정 경고:" #: editor/gui/scene_tree_editor.cpp msgid "" "This node can be accessed from within anywhere in the scene by preceding it " "with the '%s' prefix in a node path.\n" "Click to disable this." msgstr "" "이 노드는 노드 경로에서 '%s' 접두사를 앞에 붙여 장면의 어느 곳에서나 액세스" "할 수 있습니다.\n" "비활성화하려면 클릭하세요." #: editor/gui/scene_tree_editor.cpp msgid "Node has one connection." msgid_plural "Node has {num} connections." msgstr[0] "노드에 연결이 {num}개 있습니다." #: editor/gui/scene_tree_editor.cpp msgid "Node is in this group:" msgid_plural "Node is in the following groups:" msgstr[0] "노드가 다음 그룹에 속해 있습니다:" #: editor/gui/scene_tree_editor.cpp msgid "Click to show signals dock." msgstr "클릭하여 시그널 독을 봅니다." #: editor/gui/scene_tree_editor.cpp msgid "This script is currently running in the editor." msgstr "이 스크립트는 에디터에서 실행되고 있습니다." #: editor/gui/scene_tree_editor.cpp msgid "This script is a custom type." msgstr "이 스크립트는 커스텀 타입입니다." #: editor/gui/scene_tree_editor.cpp msgid "Open Script:" msgstr "스크립트 열기:" #: editor/gui/scene_tree_editor.cpp msgid "" "Node is locked.\n" "Click to unlock it." msgstr "" "노드가 잠겨있습니다.\n" "클릭하면 잠금을 해제합니다." #: editor/gui/scene_tree_editor.cpp msgid "" "Children are not selectable.\n" "Click to make them selectable." msgstr "" "자식을 선택할 수 없습니다.\n" "클릭하면 선택할 수 있습니다." #: editor/gui/scene_tree_editor.cpp msgid "" "AnimationPlayer is pinned.\n" "Click to unpin." msgstr "" "AnimationPlayer가 고정되어 있습니다.\n" "클릭하면 고정을 해제합니다." #: editor/gui/scene_tree_editor.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/scene_tree_dock.cpp msgid "Open in Editor" msgstr "에디터에서 열기" #: editor/gui/scene_tree_editor.cpp msgid "\"%s\" is not a known filter." msgstr "\"%s\"는 알 수 없는 필터입니다." #: editor/gui/scene_tree_editor.cpp msgid "Invalid node name, the following characters are not allowed:" msgstr "잘못된 노드 이름입니다. 다음 문자는 허용하지 않습니다:" #: editor/gui/scene_tree_editor.cpp #, fuzzy msgid "A node with the unique name %s already exists in this scene." msgstr "이름 '%s'을(를) 가진 그룹이 이미 있습니다." #: editor/gui/scene_tree_editor.cpp #, fuzzy msgid "Rename Node" msgstr "이름 변경됨" #: editor/gui/scene_tree_editor.cpp #, fuzzy msgid "Rename Nodes" msgstr "노드 제거" #: editor/gui/scene_tree_editor.cpp msgid "Scene Tree (Nodes):" msgstr "씬 트리 (노드):" #: editor/gui/scene_tree_editor.cpp msgid "Node Configuration Warning!" msgstr "노드 설정 경고!" #: editor/gui/scene_tree_editor.cpp msgid "Allowed:" msgstr "허용값:" #: editor/gui/scene_tree_editor.cpp msgid "Select a Node" msgstr "노드를 선택하세요" #: editor/gui/scene_tree_editor.cpp msgid "Show All" msgstr "모두 보기" #: editor/history_dock.cpp msgid "The Beginning" msgstr "시작점" #. TRANSLATORS: This is an editor progress label. #: editor/import/3d/resource_importer_scene.cpp msgid "Pre-Import Scene" msgstr "씬 미리 가져오기" #: editor/import/3d/resource_importer_scene.cpp msgid "Importing Scene..." msgstr "씬 가져오는 중..." #: editor/import/3d/resource_importer_scene.cpp #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import Scene" msgstr "씬 가져오기" #: editor/import/3d/resource_importer_scene.cpp msgid "Running Custom Script..." msgstr "커스텀 스크립트 실행 중..." #: editor/import/3d/resource_importer_scene.cpp msgid "Couldn't load post-import script:" msgstr "post-import 스크립트를 불러올 수 없음:" #: editor/import/3d/resource_importer_scene.cpp msgid "Invalid/broken script for post-import (check console):" msgstr "post-impot용 스크립트가 잘못되거나 망가짐 (콘솔을 확인하세요):" #: editor/import/3d/resource_importer_scene.cpp msgid "Error running post-import script:" msgstr "post-import 스크립트 실행 중 오류:" #: editor/import/3d/resource_importer_scene.cpp msgid "Did you return a Node-derived object in the `_post_import()` method?" msgstr "" "`_post_import()` 메서드에서 Node에서 상속받은 오브젝트를 반환하셨습니까?" #: editor/import/3d/resource_importer_scene.cpp msgid "Saving..." msgstr "저장 중..." #: editor/import/3d/scene_import_settings.cpp msgid "" msgstr "<이름 없는 머티리얼>" #: editor/import/3d/scene_import_settings.cpp msgid "Import ID: %s" msgstr "가져오기 ID: %s" #: editor/import/3d/scene_import_settings.cpp msgid "" "Type: %s\n" "Import ID: %s" msgstr "" "유형: %s\n" "가져오기 ID: %s" #: editor/import/3d/scene_import_settings.cpp msgid "Error opening scene" msgstr "씬 여는 중 오류" #: editor/import/3d/scene_import_settings.cpp msgid "Advanced Import Settings for AnimationLibrary '%s'" msgstr "애니메이션 라이브러리 '%s'에 대한 고급 가져오기 설정" #: editor/import/3d/scene_import_settings.cpp msgid "Advanced Import Settings for Scene '%s'" msgstr "씬 '%s'에 대한 고급 가져오기 설정" #: editor/import/3d/scene_import_settings.cpp msgid "Select folder to extract material resources" msgstr "머티리얼 리소스를 내보낼 폴더를 선택합니다" #: editor/import/3d/scene_import_settings.cpp msgid "Select folder where mesh resources will save on import" msgstr "가져오기 시 메시 리소스를 저장할 폴더를 선택합니다" #: editor/import/3d/scene_import_settings.cpp msgid "Select folder where animations will save on import" msgstr "가져오기 시 애니메이션을 저장할 폴더를 선택합니다" #: editor/import/3d/scene_import_settings.cpp msgid "Warning: File exists" msgstr "주의: 파일 이미 존재함" #: editor/import/3d/scene_import_settings.cpp msgid "Existing file with the same name will be replaced." msgstr "같은 이름의 기존 파일은 대체됩니다." #: editor/import/3d/scene_import_settings.cpp msgid "Will create new file" msgstr "새로운 파일을 만듭니다" #: editor/import/3d/scene_import_settings.cpp msgid "Already External" msgstr "이미 외부임" #: editor/import/3d/scene_import_settings.cpp msgid "" "This material already references an external file, no action will be taken.\n" "Disable the external property for it to be extracted again." msgstr "" "이 자료는 이미 외부 파일을 참조하고 있으므로 아무 조치도 취해지지 않습니다.\n" "외부 속성을 비활성화하면 다시 추출할 수 있습니다." #: editor/import/3d/scene_import_settings.cpp msgid "No import ID" msgstr "가져오기 ID 없음" #: editor/import/3d/scene_import_settings.cpp msgid "" "Material has no name nor any other way to identify on re-import.\n" "Please name it or ensure it is exported with an unique ID." msgstr "" "재 가져오기 시 식별할 수 있는 이름이나 다른 방법이 없는 자료입니다.\n" "이름을 지정하거나 고유 ID로 내보내야 합니다." #: editor/import/3d/scene_import_settings.cpp msgid "Extract Materials to Resource Files" msgstr "리소스 파일로 자료 추출" #: editor/import/3d/scene_import_settings.cpp msgid "Extract" msgstr "추출" #: editor/import/3d/scene_import_settings.cpp msgid "Already Saving" msgstr "이미 저장됨" #: editor/import/3d/scene_import_settings.cpp msgid "" "This mesh already saves to an external resource, no action will be taken." msgstr "" "이 메시가 이미 외부 리소스에 저장되어 있으므로 아무 작업도 수행되지 않습니다." #: editor/import/3d/scene_import_settings.cpp msgid "Existing file with the same name will be replaced on import." msgstr "가져오기 시 같은 이름의 기존 파일이 대체됩니다." #: editor/import/3d/scene_import_settings.cpp msgid "Will save to new file" msgstr "새 파일에 저장됨" #: editor/import/3d/scene_import_settings.cpp msgid "" "Mesh has no name nor any other way to identify on re-import.\n" "Please name it or ensure it is exported with an unique ID." msgstr "" "메시에는 다시 가져올 때 식별할 수 있는 이름이나 다른 방법이 없습니다.\n" "이름을 지정하거나 고유 ID로 내보내야 합니다." #: editor/import/3d/scene_import_settings.cpp msgid "Set paths to save meshes as resource files on Reimport" msgstr "다시 가져오기 시 메시를 리소스 파일로 저장할 경로 설정" #: editor/import/3d/scene_import_settings.cpp msgid "Set Paths" msgstr "경로 설정" #: editor/import/3d/scene_import_settings.cpp msgid "" "This animation already saves to an external resource, no action will be " "taken." msgstr "" "이 애니메이션은 이미 외부 리소스에 저장되어 있으므로 아무 작업도 수행되지 않" "습니다." #: editor/import/3d/scene_import_settings.cpp msgid "Set paths to save animations as resource files on Reimport" msgstr "다시 가져오기 시 애니메이션을 리소스 파일로 저장할 경로 설정" #: editor/import/3d/scene_import_settings.cpp msgid "Can't make material external to file, write error:" msgstr "자료를 파일 외부로 만들 수 없음, 쓰기 오류가 발생했습니다:" #: editor/import/3d/scene_import_settings.cpp msgid "Actions..." msgstr "액션..." #: editor/import/3d/scene_import_settings.cpp msgid "Extract Materials" msgstr "머티리얼 추출" #: editor/import/3d/scene_import_settings.cpp msgid "Set Animation Save Paths" msgstr "애니메이션 저장 경로 설정" #: editor/import/3d/scene_import_settings.cpp msgid "Set Mesh Save Paths" msgstr "메시 저장 경로 설정" #: editor/import/3d/scene_import_settings.cpp msgid "Meshes" msgstr "메쉬" #: editor/import/3d/scene_import_settings.cpp msgid "Materials" msgstr "머티리얼" #: editor/import/3d/scene_import_settings.cpp msgid "Selected Animation Play/Pause" msgstr "선택된 애니메이션 재생/정지" #: editor/import/3d/scene_import_settings.cpp #, fuzzy msgid "Rotate Lights With Model" msgstr "회전 모드" #: editor/import/3d/scene_import_settings.cpp #, fuzzy msgid "Primary Light" msgstr "매 첫 라인:" #: editor/import/3d/scene_import_settings.cpp msgid "Secondary Light" msgstr "" #: editor/import/3d/scene_import_settings.cpp msgid "Status" msgstr "상태" #: editor/import/3d/scene_import_settings.cpp msgid "Save Extension:" msgstr "저장할 확장자:" #: editor/import/3d/scene_import_settings.cpp msgid "Text: *.tres" msgstr "텍스트: *.tres" #: editor/import/3d/scene_import_settings.cpp msgid "Binary: *.res" msgstr "바이너리: *.res" #: editor/import/3d/scene_import_settings.cpp msgid "Text Resource" msgstr "텍스트 리소스" #: editor/import/3d/scene_import_settings.cpp msgid "Binary Resource" msgstr "바이너리 리소스" #: editor/import/audio_stream_import_settings.cpp msgid "Audio Stream Importer: %s" msgstr "오디오 스트림 임포터: %s" #: editor/import/audio_stream_import_settings.cpp msgid "Enable looping." msgstr "루핑을 활성화합니다." #: editor/import/audio_stream_import_settings.cpp #: editor/plugins/texture_region_editor_plugin.cpp msgid "Offset:" msgstr "오프셋:" #: editor/import/audio_stream_import_settings.cpp msgid "" "Loop offset (from beginning). Note that if BPM is set, this setting will be " "ignored." msgstr "루프 오프셋(시작부터). BPM이 설정되어 있으면 이 설정은 무시됩니다." #: editor/import/audio_stream_import_settings.cpp msgid "Loop:" msgstr "루프:" #: editor/import/audio_stream_import_settings.cpp msgid "BPM:" msgstr "BPM:" #: editor/import/audio_stream_import_settings.cpp msgid "" "Configure the Beats Per Measure (tempo) used for the interactive streams.\n" "This is required in order to configure beat information." msgstr "" "인터랙티브한 스트림에 사용되는 BPM(템포)를 구성합니다.\n" "이는 비트 정보를 구성하기 위해 필요합니다." #: editor/import/audio_stream_import_settings.cpp msgid "Beat Count:" msgstr "비트 수:" #: editor/import/audio_stream_import_settings.cpp msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" "It is recommended to set this value (either manually or by clicking on a " "beat number in the preview) to ensure looping works properly." msgstr "" "음악적인 루핑에 사용되는 비트의 양을 구성합니다. 0이면 길이에서 자동 감지됩니" "다.\n" "루핑이 제대로 작동하도록 하려면 이 값을 수동으로 또는 미리보기에서 비트 번호" "를 클릭하여 제대로 설정하는 것이 좋습니다." #: editor/import/audio_stream_import_settings.cpp msgid "Bar Beats:" msgstr "마디당 비트:" #: editor/import/audio_stream_import_settings.cpp msgid "" "Configure the Beats Per Bar. This used for music-aware transitions between " "AudioStreams." msgstr "" "마디당 비트를 구성합니다. 오디오스트림 사이를 음악적으로 전환할 때 사용됩니" "다." #: editor/import/audio_stream_import_settings.cpp msgid "Music Playback:" msgstr "음악 재생:" #: editor/import/dynamic_font_import_settings.cpp msgid "New Configuration" msgstr "새 설정" #: editor/import/dynamic_font_import_settings.cpp msgid "Remove Variation" msgstr "바리에이션 제거" #: editor/import/dynamic_font_import_settings.cpp msgid "Preloaded glyphs: %d" msgstr "미리 로드할 글리프: %d" #: editor/import/dynamic_font_import_settings.cpp msgid "" "Warning: There are no configurations specified, no glyphs will be pre-" "rendered." msgstr "경고: 지정된 구성이 없으며 어떤 글리프도 미리 렌더링하지 않습니다." #: editor/import/dynamic_font_import_settings.cpp msgid "" "Warning: Multiple configurations have identical settings. Duplicates will be " "ignored." msgstr "경고: 여러 구성에 동일한 설정이 있습니다. 중복은 무시됩니다." #: editor/import/dynamic_font_import_settings.cpp msgid "" "Note: LCD Subpixel antialiasing is selected, each of the glyphs will be pre-" "rendered for all supported subpixel layouts (5x)." msgstr "" "참고: LCD 서브픽셀 안티앨리어싱을 선택하면 지원되는 모든 서브픽셀 레이아웃" "(5x)에 대해 각 글리프가 미리 렌더링됩니다." #: editor/import/dynamic_font_import_settings.cpp msgid "" "Note: Subpixel positioning is selected, each of the glyphs might be pre-" "rendered for multiple subpixel offsets (up to 4x)." msgstr "" "참고: 서브픽셀 위치 지정을 선택하면 여러 서브픽셀 오프셋(최대 4배)에 대해 각 " "글리프가 미리 렌더링될 수도 있습니다." #: editor/import/dynamic_font_import_settings.cpp msgid "Advanced Import Settings for '%s'" msgstr "'%s'에 대한 고급 가져오기 설정" #: editor/import/dynamic_font_import_settings.cpp msgid "Rendering Options" msgstr "렌더링 설정" #: editor/import/dynamic_font_import_settings.cpp msgid "Select font rendering options, fallback font, and metadata override:" msgstr "글꼴 렌더링 옵션, 대체 글꼴 및 메타데이터 재정의 옵션을 선택합니다:" #: editor/import/dynamic_font_import_settings.cpp msgid "Pre-render Configurations" msgstr "프리렌더링 설정" #: editor/import/dynamic_font_import_settings.cpp msgid "" "Add font size, and variation coordinates, and select glyphs to pre-render:" msgstr "글꼴 크기와 변형 좌표를 추가하고 미리 렌더링할 글리프를 선택합니다:" #: editor/import/dynamic_font_import_settings.cpp msgid "Configuration:" msgstr "설정:" #: editor/import/dynamic_font_import_settings.cpp msgid "Add configuration" msgstr "설정 추가" #: editor/import/dynamic_font_import_settings.cpp msgid "Clear Glyph List" msgstr "글리프 목록 지우기" #: editor/import/dynamic_font_import_settings.cpp msgid "Glyphs from the Translations" msgstr "번역에서 글리프 가져오기" #: editor/import/dynamic_font_import_settings.cpp msgid "Select translations to add all required glyphs to pre-render list:" msgstr "번역을 선택하여 필요한 모든 글리프를 사전 렌더링 목록에 추가합니다:" #: editor/import/dynamic_font_import_settings.cpp msgid "Shape all Strings in the Translations and Add Glyphs" msgstr "번역의 모든 문자열 모양 및 글리프 추가" #: editor/import/dynamic_font_import_settings.cpp msgid "Glyphs from the Text" msgstr "텍스트에서 글리프 가져오기" #: editor/import/dynamic_font_import_settings.cpp msgid "" "Enter a text and select OpenType features to shape and add all required " "glyphs to pre-render list:" msgstr "" "텍스트를 입력하고 OpenType 기능을 선택하여 모양을 만들고 필요한 모든 글리프" "를 사전 렌더링 목록에 추가합니다:" #: editor/import/dynamic_font_import_settings.cpp msgid "Shape Text and Add Glyphs" msgstr "텍스트에서 모양 및 글리프 추가" #: editor/import/dynamic_font_import_settings.cpp msgid "Glyphs from the Character Map" msgstr "문자 맵에서 글리프 선택하기" #: editor/import/dynamic_font_import_settings.cpp msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " "correspondence to character, and not shown in this map, use \"Glyphs from " "the text\" tab to add these." msgstr "" "문자 맵으로부터 사전 렌더링 목록에 글리프를 추가하거나 제거합니다:\n" "참고: 일부 문체 대체 및 글리프 변형은 문자와 일대일 대응이 없으며, 이 맵에 표" "시되지 않으므로 '텍스트 내의 글리프' 탭을 사용하여 추가할 수 있습니다." #: editor/import/resource_importer_dynamic_font.cpp msgid "Dynamically rendered TrueType/OpenType font" msgstr "동적으로 렌더링된 트루타입/오픈타입 글꼴" #: editor/import/resource_importer_dynamic_font.cpp msgid "Prerendered multichannel(+true) signed distance field" msgstr "프리렌더링된 MSDF (다채널 부호화 디스턴스 필드)" #: editor/import/resource_importer_shader_file.cpp msgid "" "Error importing GLSL shader file: '%s'. Open the file in the filesystem dock " "in order to see the reason." msgstr "" "GLSL 셰이더 파일을 가져오는 동안 오류가 발생했습니다: '%s'. 파일 시스템 도크" "에서 파일을 열어 이유를 확인하세요." #: editor/import/resource_importer_texture.cpp msgid "" "%s: Texture detected as used as a normal map in 3D. Enabling red-green " "texture compression to reduce memory usage (blue channel is discarded)." msgstr "" "%s: 텍스처가 3D에서 노멀 맵으로 사용되는 것으로 감지되었습니다. 메모리 사용량" "을 줄이기 위해 빨강-초록 텍스처 압축을 활성화합니다(파랑 채널은 버려짐)." #: editor/import/resource_importer_texture.cpp msgid "" "%s: Texture detected as used as a roughness map in 3D. Enabling roughness " "limiter based on the detected associated normal map at %s." msgstr "" "%s: 텍스처가 3D에서 굵기 맵으로 사용되는 것으로 감지되었습니다. %s에서 감지" "한 연관된 노멀 맵을 기반으로 굵기 제한을 적용합니다." #: editor/import/resource_importer_texture.cpp msgid "" "%s: Texture detected as used in 3D. Enabling mipmap generation and setting " "the texture compression mode to %s." msgstr "" "%s: 텍스처가 3D에서 사용된 것으로 감지되었습니다. 밉맵 생성을 활성화하고 텍스" "처 압축 모드를 %s 로 설정합니다." #: editor/import/resource_importer_texture.cpp msgid "2D/3D (Auto-Detect)" msgstr "2D/3D(자동 감지)" #: editor/import/resource_importer_texture.cpp msgid "2D" msgstr "2D" #: editor/import/resource_importer_texture.cpp #: modules/noise/editor/noise_editor_plugin.cpp msgid "3D" msgstr "3D" #: editor/import/resource_importer_texture_atlas.cpp msgid "" "%s: Atlas texture significantly larger on one axis (%d), consider changing " "the `editor/import/atlas_max_width` Project Setting to allow a wider " "texture, making the result more even in size." msgstr "" #: editor/import_defaults_editor.cpp msgid "Importer:" msgstr "임포터:" #: editor/import_dock.cpp #, fuzzy msgid "Keep File (exported as is)" msgstr "파일 유지 (가져오기 없음)" #: editor/import_dock.cpp #, fuzzy msgid "Skip File (not exported)" msgstr "파일 유지 (가져오기 없음)" #: editor/import_dock.cpp msgid "%d Files" msgstr "파일 %d개" #: editor/import_dock.cpp msgid "Set as Default for '%s'" msgstr "기본값으로 '%s' 설정" #: editor/import_dock.cpp msgid "Clear Default for '%s'" msgstr "'%s'의 기본값 지우기" #: editor/import_dock.cpp msgid "" "You have pending changes that haven't been applied yet. Click Reimport to " "apply changes made to the import options.\n" "Selecting another resource in the FileSystem dock without clicking Reimport " "first will discard changes made in the Import dock." msgstr "" "아직 적용되지 않은 보류 중인 변경사항이 있습니다. 가져오기 옵션에 대한 변경사" "항을 적용하려면 다시 가져오기를 클릭하세요.\n" "다시 가져오기를 먼저 클릭하지 않고 파일시스템 독에서 다른 리소스를 선택하면 " "가져오기 독의 변경사항은 버려집니다." #: editor/import_dock.cpp msgid "Import As:" msgstr "다음으로 가져오기:" #: editor/import_dock.cpp msgid "Preset" msgstr "프리셋" #: editor/import_dock.cpp msgid "Advanced..." msgstr "고급..." #: editor/import_dock.cpp msgid "" "The imported resource is currently loaded. All instances will be replaced " "and undo history will be cleared." msgstr "" "불러온 리소스가 이미 로드되어 있습니다. 모든 인스턴스를 교환한 뒤 되돌리기 내" "역을 비웁니다." #: editor/import_dock.cpp msgid "" "WARNING: Assets exist that use this resource. They may stop loading properly " "after changing type." msgstr "" "경고: 이 리소스를 사용하는 에셋이 있습니다. 타입을 변경한 후에는 정상적으로 " "불러오지 못할 수도 있습니다." #: editor/import_dock.cpp msgid "" "Select a resource file in the filesystem or in the inspector to adjust " "import settings." msgstr "" "파일 시스템 또는 검사기에서 리소스 파일을 선택하여 가져오기 설정을 조정하십시" "오." #: editor/input_event_configuration_dialog.cpp msgid "No Event Configured" msgstr "구성된 이벤트 없음" #: editor/input_event_configuration_dialog.cpp msgid "Keyboard Keys" msgstr "키보드 키" #: editor/input_event_configuration_dialog.cpp msgid "Mouse Buttons" msgstr "마우스 버튼" #: editor/input_event_configuration_dialog.cpp msgid "Joypad Buttons" msgstr "조이패드 버튼" #: editor/input_event_configuration_dialog.cpp msgid "Joypad Axes" msgstr "조이패드 축" #: editor/input_event_configuration_dialog.cpp msgid "Event Configuration for \"%s\"" msgstr "\"%s\"에 대한 이벤트 설정" #: editor/input_event_configuration_dialog.cpp msgid "Event Configuration" msgstr "이벤트 설정" #: editor/input_event_configuration_dialog.cpp msgid "Manual Selection" msgstr "수동 지정" #: editor/input_event_configuration_dialog.cpp msgid "Filter Inputs" msgstr "입력 필터" #: editor/input_event_configuration_dialog.cpp msgid "Additional Options" msgstr "추가 설정" #: editor/input_event_configuration_dialog.cpp msgid "Device:" msgstr "기기:" #: editor/input_event_configuration_dialog.cpp msgid "Command / Control (auto)" msgstr "Cmd / Ctrl (자동)" #: editor/input_event_configuration_dialog.cpp msgid "" "Automatically remaps between 'Meta' ('Command') and 'Control' depending on " "current platform." msgstr "" "현재 플랫폼에 따라 '메타'('커맨드')와 '컨트롤' 사이를 자동으로 재지정합니다." #: editor/input_event_configuration_dialog.cpp msgid "Keycode (Latin Equivalent)" msgstr "키코드 (라틴 기준)" #: editor/input_event_configuration_dialog.cpp msgid "Physical Keycode (Position on US QWERTY Keyboard)" msgstr "물리적 키코드 (US QWERTY 키보드에서의 위치)" #: editor/input_event_configuration_dialog.cpp msgid "Key Label (Unicode, Case-Insensitive)" msgstr "키 라벨 (유니코드, 대소문자 미구분)" #: editor/input_event_configuration_dialog.cpp msgid "Physical location" msgstr "물리적 위치" #: editor/input_event_configuration_dialog.cpp msgid "Any" msgstr "모두" #: editor/inspector_dock.cpp msgid "" "The following resources will be duplicated and embedded within this resource/" "object." msgstr "아래의 리소스를 복제한 뒤 이 리소스/오브젝트에 포함할 것입니다." #: editor/inspector_dock.cpp msgid "This object has no resources." msgstr "이 오브젝트에는 아무 리소스도 없습니다." #: editor/inspector_dock.cpp msgid "Failed to load resource." msgstr "리소스를 불러오지 못했습니다." #: editor/inspector_dock.cpp msgid "(Current)" msgstr "(현재)" #: editor/inspector_dock.cpp msgid "Expand Non-Default" msgstr "기본값 아닌 값 펼치기" #: editor/inspector_dock.cpp msgid "Property Name Style" msgstr "속성 이름 스타일" #: editor/inspector_dock.cpp msgid "Raw (e.g. \"%s\")" msgstr "" #: editor/inspector_dock.cpp #, fuzzy msgid "Capitalized (e.g. \"%s\")" msgstr "대문자로 시작" #. TRANSLATORS: "Z Index" should match the existing translated CanvasItem property name in the current language you're working on. #: editor/inspector_dock.cpp msgid "Localized (e.g. \"Z Index\")" msgstr "" #: editor/inspector_dock.cpp msgid "Localization not available for current language." msgstr "현재 언어로는 현지화가 불가능합니다." #: editor/inspector_dock.cpp msgid "Copy Properties" msgstr "속성 복사" #: editor/inspector_dock.cpp msgid "Paste Properties" msgstr "속성 붙여넣기" #: editor/inspector_dock.cpp msgid "Make Sub-Resources Unique" msgstr "하위 리소스를 유일하게 만들기" #: editor/inspector_dock.cpp msgid "Create a new resource in memory and edit it." msgstr "메모리 내에서 새 리소스를 만들고 편집합니다." #: editor/inspector_dock.cpp msgid "Load an existing resource from disk and edit it." msgstr "디스크에서 기존 리소스를 불러오고 편집합니다." #: editor/inspector_dock.cpp msgid "Save the currently edited resource." msgstr "현재 편집하는 리소스를 저장합니다." #: editor/inspector_dock.cpp msgid "Extra resource options." msgstr "다른 리소스 옵션입니다." #: editor/inspector_dock.cpp msgid "Edit Resource from Clipboard" msgstr "클립보드에서 리소스 편집" #: editor/inspector_dock.cpp msgid "Copy Resource" msgstr "리소스 복사" #: editor/inspector_dock.cpp msgid "Make Resource Built-In" msgstr "리소스를 내장으로 만들기" #: editor/inspector_dock.cpp msgid "Go to previous edited object in history." msgstr "작업 내역상 이전에 편집했던 오브젝트로 이동합니다." #: editor/inspector_dock.cpp msgid "Go to next edited object in history." msgstr "작업 내역상 다음에 편집했던 오브젝트로 이동합니다." #: editor/inspector_dock.cpp msgid "History of recently edited objects." msgstr "최근에 편집한 오브젝트 기록입니다." #: editor/inspector_dock.cpp msgid "Open documentation for this object." msgstr "이 오브젝트의 문서를 엽니다." #: editor/inspector_dock.cpp msgid "Filter Properties" msgstr "속성 필터" #: editor/inspector_dock.cpp msgid "Manage object properties." msgstr "오브젝트 속성을 관리합니다." #: editor/inspector_dock.cpp msgid "This cannot be undone. Are you sure?" msgstr "이 활동은 되돌릴 수 없습니다. 확실하십니까?" #: editor/localization_editor.cpp msgid "Add %d Translations" msgstr "번역 %d개 추가" #: editor/localization_editor.cpp msgid "Remove Translation" msgstr "번역 제거" #: editor/localization_editor.cpp msgid "Translation Resource Remap: Add %d Path(s)" msgstr "리소스 리맵핑 번역: 경로 %d개 추가" #: editor/localization_editor.cpp msgid "Translation Resource Remap: Add %d Remap(s)" msgstr "리소스 리맵핑 번역: 리매핑 %d개 추가" #: editor/localization_editor.cpp msgid "Change Resource Remap Language" msgstr "리소스 리맵핑 언어 바꾸기" #: editor/localization_editor.cpp msgid "Remove Resource Remap" msgstr "리소스 리맵핑 제거" #: editor/localization_editor.cpp msgid "Remove Resource Remap Option" msgstr "리소스 리맵핑 옵션 제거" #: editor/localization_editor.cpp msgid "Add %d file(s) for POT generation" msgstr "POT 생성에 %d개 파일을 추가" #: editor/localization_editor.cpp msgid "Remove file from POT generation" msgstr "POT 생성에서 파일을 제거" #: editor/localization_editor.cpp msgid "Removed" msgstr "제거됨" #: editor/localization_editor.cpp msgid "%s cannot be found." msgstr "%s 을(를) 찾을 수 없습니다." #: editor/localization_editor.cpp msgid "Translations" msgstr "번역" #: editor/localization_editor.cpp msgid "Translations:" msgstr "번역:" #: editor/localization_editor.cpp msgid "Remaps" msgstr "리맵핑" #: editor/localization_editor.cpp msgid "Resources:" msgstr "리소스:" #: editor/localization_editor.cpp msgid "Remaps by Locale:" msgstr "로케일에 따른 리맵핑:" #: editor/localization_editor.cpp msgid "Locale" msgstr "로케일" #: editor/localization_editor.cpp msgid "POT Generation" msgstr "POT 생성" #: editor/localization_editor.cpp msgid "Files with translation strings:" msgstr "번역 문자열이 있는 파일:" #: editor/localization_editor.cpp msgid "Generate POT" msgstr "POT 생성" #: editor/localization_editor.cpp msgid "Add Built-in Strings to POT" msgstr "POT에 내장 문자열 추가" #: editor/localization_editor.cpp msgid "Add strings from built-in components such as certain Control nodes." msgstr "일부 Control 노드 등의 내장 컴포넌트에서 사용하는 문자열을 추가합니다." #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "%s를 %d개 노드에 설정" #: editor/multi_node_edit.cpp msgid "%s (%d Selected)" msgstr "%s (%d개 선택됨)" #: editor/node_dock.cpp editor/project_settings_editor.cpp msgid "Groups" msgstr "그룹" #: editor/node_dock.cpp msgid "Select a single node to edit its signals and groups." msgstr "시그널과 그룹을 편집할 단일 노드를 선택하세요." #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Polygon" msgstr "폴리곤 만들기" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Create points." msgstr "점을 만듭니다." #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "" "Edit points.\n" "LMB: Move Point\n" "RMB: Erase Point" msgstr "" "점을 편집합니다.\n" "좌클릭: 점 이동\n" "우클릭: 점 지우기" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Erase points." msgstr "점 지우기." #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Edit Polygon" msgstr "폴리곤 편집" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Insert Point" msgstr "점 삽입" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Edit Polygon (Remove Point)" msgstr "폴리곤 편집 (점 제거)" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Remove Polygon And Point" msgstr "폴리곤과 점 제거" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Animation" msgstr "애니메이션 추가" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_state_machine_editor.cpp #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Add %s" msgstr "%s 추가" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Move Node Point" msgstr "노드 점 이동" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Change BlendSpace1D Config" msgstr "BlendSpace1D 속성 바꾸기" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Change BlendSpace1D Labels" msgstr "BlendSpace1D 라벨 바꾸기" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "This type of node can't be used. Only animation nodes are allowed." msgstr "이 타입의 노드를 사용할 수 없습니다. 애니메이션 노드만 쓸 수 있습니다." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "This type of node can't be used. Only root nodes are allowed." msgstr "이 타입의 노드를 사용할 수 없습니다. 루트 노드만 쓸 수 있습니다." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Node Point" msgstr "노드 점 추가" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Animation Point" msgstr "애니메이션 점 추가" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Remove BlendSpace1D Point" msgstr "BlendSpace1D 점 제거" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Move BlendSpace1D Node Point" msgstr "BlendSpace1D 노드 점 이동" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "" "AnimationTree is inactive.\n" "Activate to enable playback, check node warnings if activation fails." msgstr "" "AnimationTree가 비활성 상태입니다.\n" "재생을 활성화하려면 AnimationTree를 활성화하고, 활성화에 실패하면 노드 경고" "를 확인하세요." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Set the blending position within the space" msgstr "공간 내의 혼합 지점 설정" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Select and move points, create points with RMB." msgstr "점을 선택하고 이동합니다. 우클릭으로 점을 만드세요." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Enable snap and show grid." msgstr "스냅을 활성화하고 격자를 보이게 합니다." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Sync:" msgstr "동기화:" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Blend:" msgstr "혼합:" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Point" msgstr "점" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Open Editor" msgstr "에디터 열기" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Open Animation Node" msgstr "애니메이션 노드 열기" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Triangle already exists." msgstr "삼각형이 이미 있습니다." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Triangle" msgstr "삼각형 추가" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Change BlendSpace2D Config" msgstr "BlendSpace2D 속성 바꾸기" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Change BlendSpace2D Labels" msgstr "BlendSpace2D 라벨 바꾸기" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Remove BlendSpace2D Point" msgstr "BlendSpace2D 점 제거" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Remove BlendSpace2D Triangle" msgstr "BlendSpace2D 삼각형 제거" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "No triangles exist, so no blending can take place." msgstr "삼각형이 없습니다. 혼합이 일어나지 않을 것입니다." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Toggle Auto Triangles" msgstr "자동 삼각형 토글" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Create triangles by connecting points." msgstr "점을 연결해서 삼각형을 만듭니다." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Erase points and triangles." msgstr "점과 삼각형 지우기." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Generate blend triangles automatically (instead of manually)" msgstr "(수동 대신) 자동으로 혼합 삼각형 만들기" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Parameter Changed: %s" msgstr "매개변수 변경됨: %s" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Inspect Filters" msgstr "필터 인스펙트" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Output node can't be added to the blend tree." msgstr "출력 노드를 혼합 트리에 추가할 수 없습니다." #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Add Node to BlendTree" msgstr "BlendTree에 노드 추가" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Node Moved" msgstr "노드 이동됨" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Unable to connect, port may be in use or connection may be invalid." msgstr "연결할 수 없습니다. 포트가 사용 중이거나 연결이 잘못된 것 같습니다." #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Nodes Connected" msgstr "노드 연결됨" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Nodes Disconnected" msgstr "노드 연결 해제됨" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Set Animation" msgstr "애니메이션 설정" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Delete Node" msgstr "노드 삭제" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Delete Node(s)" msgstr "노드 삭제" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Toggle Filter On/Off" msgstr "필터 켜기/끄기 토글" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Change Filter" msgstr "필터 바꾸기" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Fill Selected Filter Children" msgstr "선택된 필터 자식 채우기" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Invert Filter Selection" msgstr "필터 선택 반전" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Clear Filter Selection" msgstr "필터 선택 해제" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." msgstr "" "애니메이션 플레이어의 루트 노드 경로가 유효하지 않으므로 트랙 이름을 검색할 " "수 없습니다." #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Anim Clips" msgstr "애니메이션 클립" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Audio Clips" msgstr "오디오 클립" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Functions" msgstr "함수(Function)" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Inspect Filtered Tracks:" msgstr "필터 트랙 인스펙트:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/root_motion_editor_plugin.cpp msgid "Edit Filtered Tracks:" msgstr "필터 트랙 편집:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Node Renamed" msgstr "노드 이름 바뀜" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node..." msgstr "노드 추가..." #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Enable Filtering" msgstr "필터 활성화" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Fill Selected Children" msgstr "선택된 자식 채우기" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Invert" msgstr "반전" #: editor/plugins/animation_library_editor.cpp msgid "Library Name:" msgstr "라이브러리 이름:" #: editor/plugins/animation_library_editor.cpp msgid "Animation name can't be empty." msgstr "애니메이션 이름은 비워둘 수 없습니다." #: editor/plugins/animation_library_editor.cpp msgid "Animation name contains invalid characters: '/', ':', ',' or '['." msgstr "애니메이션 이름에 잘못된 문자가 있습니다: '/', ':', ',', '['." #: editor/plugins/animation_library_editor.cpp msgid "Animation with the same name already exists." msgstr "이 이름으로 된 애니메이션이 이미 있습니다." #: editor/plugins/animation_library_editor.cpp msgid "Enter a library name." msgstr "라이브러리 이름을 입력하세요." #: editor/plugins/animation_library_editor.cpp msgid "Library name contains invalid characters: '/', ':', ',' or '['." msgstr "라이브러리 이름에 잘못된 문자가 있습니다: '/', ':', ',', '['." #: editor/plugins/animation_library_editor.cpp msgid "Library with the same name already exists." msgstr "이 이름으로 된 라이브러리가 이미 있습니다." #: editor/plugins/animation_library_editor.cpp msgid "Animation name is valid." msgstr "애니메이션 이름이 올바릅니다." #: editor/plugins/animation_library_editor.cpp msgid "Global library will be created." msgstr "전역 라이브러리가 생성될 것입니다." #: editor/plugins/animation_library_editor.cpp msgid "Library name is valid." msgstr "라이브러리 이름이 올바릅니다." #: editor/plugins/animation_library_editor.cpp msgid "Add Animation to Library: %s" msgstr "라이브러리에 애니메이션 추가: %s" #: editor/plugins/animation_library_editor.cpp msgid "Add Animation Library: %s" msgstr "애니메이션 라이브러리 추가: %s" #: editor/plugins/animation_library_editor.cpp msgid "Load Animation" msgstr "애니메이션 불러오기" #: editor/plugins/animation_library_editor.cpp msgid "" "This animation library can't be saved because it does not belong to the " "edited scene. Make it unique first." msgstr "" "이 애니메이션 라이브러리는 편집 중인 씬에 속한 것이 아니라서 저장할 수 없습니" "다. 저장하기 전에 먼저 리소스를 유일하게 만드세요." #: editor/plugins/animation_library_editor.cpp msgid "" "This animation library can't be saved because it was imported from another " "file. Make it unique first." msgstr "" "이 애니메이션 라이브러리는 다른 파일에서 가져왔기 때문에 저장할 수 없습니다. " "저장하기 전에 먼저 리소스를 유일하게 만드세요." #: editor/plugins/animation_library_editor.cpp msgid "Save Library" msgstr "라이브러리 저장" #: editor/plugins/animation_library_editor.cpp msgid "Make Animation Library Unique: %s" msgstr "애니메이션 라이브러리 유일하게 만들기: %s" #: editor/plugins/animation_library_editor.cpp msgid "" "This animation can't be saved because it does not belong to the edited " "scene. Make it unique first." msgstr "" "이 애니메이션은 편집 중인 씬에 속한 것이 아니라서 저장할 수 없습니다. 저장하" "기 전에 먼저 리소스를 유일하게 만드세요." #: editor/plugins/animation_library_editor.cpp msgid "" "This animation can't be saved because it was imported from another file. " "Make it unique first." msgstr "" "이 애니메이션은 다른 파일에서 가져왔기 때문에 저장할 수 없습니다. 저장하기 전" "에 먼저 리소스를 유일하게 만드세요." #: editor/plugins/animation_library_editor.cpp msgid "Save Animation" msgstr "애니메이션 저장" #: editor/plugins/animation_library_editor.cpp msgid "Make Animation Unique: %s" msgstr "애니메이션 유일하게 만들기: %s" #: editor/plugins/animation_library_editor.cpp msgid "Save Animation library to File: %s" msgstr "애니메이션 라이브러리를 파일에 저장: %s" #: editor/plugins/animation_library_editor.cpp msgid "Save Animation to File: %s" msgstr "애니메이션을 파일에 저장: %s" #: editor/plugins/animation_library_editor.cpp msgid "Some AnimationLibrary files were invalid." msgstr "일부 AnimationLibrary 파일이 잘못되었습니다." #: editor/plugins/animation_library_editor.cpp msgid "Some of the selected libraries were already added to the mixer." msgstr "일부 라이브러리가 이미 믹서에 추가되어 있습니다." #: editor/plugins/animation_library_editor.cpp #, fuzzy msgid "Add Animation Libraries" msgstr "애니메이션 라이브러리 편집" #: editor/plugins/animation_library_editor.cpp msgid "Some Animation files were invalid." msgstr "일부 Animation 파일이 잘못되었습니다." #: editor/plugins/animation_library_editor.cpp msgid "Some of the selected animations were already added to the library." msgstr "일부 애니메이션이 이미 라이브러리에 추가되어 있습니다." #: editor/plugins/animation_library_editor.cpp #, fuzzy msgid "Load Animations into Library" msgstr "애니메이션을 라이브러리에 불러오기: %s" #: editor/plugins/animation_library_editor.cpp msgid "Load Animation into Library: %s" msgstr "애니메이션을 라이브러리에 불러오기: %s" #: editor/plugins/animation_library_editor.cpp msgid "Rename Animation Library: %s" msgstr "애니메이션 라이브러리 이름 바꾸기: %s" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp msgid "[Global]" msgstr "[전역]" #: editor/plugins/animation_library_editor.cpp msgid "Rename Animation: %s" msgstr "애니메이션 이름 바꾸기: %s" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Name:" msgstr "애니메이션 이름:" #: editor/plugins/animation_library_editor.cpp msgid "No animation resource in clipboard!" msgstr "클립보드에 애니메이션 리소스가 없습니다!" #: editor/plugins/animation_library_editor.cpp msgid "Pasted Animation" msgstr "붙여 넣은 애니메이션" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp msgid "Open in Inspector" msgstr "인스펙터에서 열기" #: editor/plugins/animation_library_editor.cpp msgid "Remove Animation Library: %s" msgstr "애니메이션 라이브러리 제거: %s" #: editor/plugins/animation_library_editor.cpp msgid "Remove Animation from Library: %s" msgstr "애니메이션을 라이브러리에서 제거: %s" #: editor/plugins/animation_library_editor.cpp msgid "[built-in]" msgstr "[내장]" #: editor/plugins/animation_library_editor.cpp msgid "[foreign]" msgstr "[외부]" #: editor/plugins/animation_library_editor.cpp msgid "[imported]" msgstr "[가져옴]" #: editor/plugins/animation_library_editor.cpp msgid "Add animation to library." msgstr "애니메이션을 라이브러리에 추가합니다." #: editor/plugins/animation_library_editor.cpp msgid "Load animation from file and add to library." msgstr "애니메이션을 파일에서 가져온 뒤 라이브러리에 추가합니다." #: editor/plugins/animation_library_editor.cpp msgid "Paste animation to library from clipboard." msgstr "애니메이션을 클립보드에서 라이브러리로 붙여넣습니다." #: editor/plugins/animation_library_editor.cpp msgid "Save animation library to resource on disk." msgstr "애니메이션 라이브러리를 디스크에 리소스로 저장합니다." #: editor/plugins/animation_library_editor.cpp msgid "Remove animation library." msgstr "애니메이션 라이브러리를 제거합니다." #: editor/plugins/animation_library_editor.cpp msgid "Copy animation to clipboard." msgstr "애니메이션을 클립보드에 복사합니다." #: editor/plugins/animation_library_editor.cpp msgid "Save animation to resource on disk." msgstr "애니메이션을 디스크에 리소스로 저장합니다." #: editor/plugins/animation_library_editor.cpp msgid "Remove animation from Library." msgstr "애니메이션을 라이브러리에서 제거합니다." #: editor/plugins/animation_library_editor.cpp msgid "Edit Animation Libraries" msgstr "애니메이션 라이브러리 편집" #: editor/plugins/animation_library_editor.cpp msgid "New Library" msgstr "새 라이브러리" #: editor/plugins/animation_library_editor.cpp msgid "Create new empty animation library." msgstr "비어 있는 새 애니메이션 라이브러리를 만듭니다." #: editor/plugins/animation_library_editor.cpp msgid "Load Library" msgstr "라이브러리 가져오기" #: editor/plugins/animation_library_editor.cpp msgid "Load animation library from disk." msgstr "애니메이션 라이브러리를 디스크에서 가져옵니다." #: editor/plugins/animation_library_editor.cpp msgid "Storage" msgstr "보관소" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Toggle Autoplay" msgstr "자동 재생 토글" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Create New Animation" msgstr "새 애니메이션 만들기" #: editor/plugins/animation_player_editor_plugin.cpp msgid "New Animation Name:" msgstr "새 애니메이션 이름:" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Rename Animation" msgstr "애니메이션 이름 바꾸기" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Animation Name:" msgstr "애니메이션 이름 바꾸기:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Delete Animation '%s'?" msgstr "애니메이션 '%s'을(를) 삭제할까요?" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Remove Animation" msgstr "애니메이션 제거" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Invalid animation name!" msgstr "애니메이션 이름이 잘못되었습니다!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation '%s' already exists!" msgstr "이름 '%s'을(를) 가진 애니메이션이 이미 있습니다!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Duplicate Animation" msgstr "애니메이션 복제" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Blend Next Changed" msgstr "혼합 다음으로 바뀜" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Blend Time" msgstr "혼합 시간 바꾸기" #: editor/plugins/animation_player_editor_plugin.cpp msgid "[Global] (create)" msgstr "[전역] (생성)" #. TRANSLATORS: This is a label for the new name field in the "Duplicate Animation" dialog. #: editor/plugins/animation_player_editor_plugin.cpp msgid "Duplicated Animation Name:" msgstr "복제된 애니메이션 이름:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Onion skinning requires a RESET animation." msgstr "어니언 스키닝을 사용하려면 RESET 애니메이션이 필요합니다." #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Play selected animation backwards from current pos. (A)" msgstr "선택한 애니메이션을 현재 위치에서 거꾸로 재생합니다. (A)" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Play selected animation backwards from end. (Shift+A)" msgstr "선택한 애니메이션을 끝에서 거꾸로 재생합니다. (Shift+A)" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Pause/stop animation playback. (S)" msgstr "애니메이션 재생을 일시 정지/중단합니다. (S)" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Play selected animation from start. (Shift+D)" msgstr "선택한 애니메이션을 처음부터 재생합니다. (Shift+D)" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Play selected animation from current pos. (D)" msgstr "선택한 애니메이션을 현재 위치부터 재생합니다. (D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation position (in seconds)." msgstr "애니메이션 위치 (초)." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Scale animation playback globally for the node." msgstr "노드의 애니메이션 재생 스케일를 전체적으로 조절합니다." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Tools" msgstr "애니메이션 툴" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation" msgstr "애니메이션" #: editor/plugins/animation_player_editor_plugin.cpp msgid "New..." msgstr "새로 만들기..." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Manage Animations..." msgstr "애니메이션 관리..." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Edit Transitions..." msgstr "전환 편집..." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Display list of animations in player." msgstr "애니메이션 목록을 표시합니다." #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Autoplay on Load" msgstr "불러오면 자동 재생" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Enable Onion Skinning" msgstr "어니언 스키닝 활성화" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Onion Skinning Options" msgstr "어니언 스키닝 설정" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Directions" msgstr "방향" #. TRANSLATORS: Opposite of "Future", refers to a direction in animation onion skinning. #: editor/plugins/animation_player_editor_plugin.cpp msgid "Past" msgstr "과거" #. TRANSLATORS: Opposite of "Past", refers to a direction in animation onion skinning. #: editor/plugins/animation_player_editor_plugin.cpp msgid "Future" msgstr "미래" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Depth" msgstr "깊이" #: editor/plugins/animation_player_editor_plugin.cpp msgid "1 step" msgstr "1단계" #: editor/plugins/animation_player_editor_plugin.cpp msgid "2 steps" msgstr "2단계" #: editor/plugins/animation_player_editor_plugin.cpp msgid "3 steps" msgstr "3단계" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Differences Only" msgstr "차이만" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Force White Modulate" msgstr "강제 흰색 조절" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Include Gizmos (3D)" msgstr "기즈모 포함 (3D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Pin AnimationPlayer" msgstr "AnimationPlayer 고정" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Error!" msgstr "오류!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Cross-Animation Blend Times" msgstr "교차-애니메이션 혼합 시간" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Blend Times:" msgstr "혼합 시간:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Next (Auto Queue):" msgstr "다음 (자동 큐):" #: editor/plugins/animation_player_editor_plugin.cpp #, fuzzy msgid "Toggle Animation Bottom Panel" msgstr "설정 패널 토글" #: editor/plugins/animation_state_machine_editor.cpp msgid "Move Node" msgstr "노드 이동" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition exists!" msgstr "전환이 있습니다!" #: editor/plugins/animation_state_machine_editor.cpp msgid "Play/Travel to %s" msgstr "재생/이동 %s" #: editor/plugins/animation_state_machine_editor.cpp msgid "Edit %s" msgstr "편집 %s" #: editor/plugins/animation_state_machine_editor.cpp msgid "Add Node and Transition" msgstr "노드와 전환 추가" #: editor/plugins/animation_state_machine_editor.cpp msgid "Add Transition" msgstr "전환 추가" #: editor/plugins/animation_state_machine_editor.cpp #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp msgid "Immediate" msgstr "즉시" #: editor/plugins/animation_state_machine_editor.cpp msgid "Sync" msgstr "동기화" #: editor/plugins/animation_state_machine_editor.cpp msgid "At End" msgstr "끝에서" #: editor/plugins/animation_state_machine_editor.cpp msgid "Travel" msgstr "진행" #: editor/plugins/animation_state_machine_editor.cpp msgid "No playback resource set at path: %s." msgstr "이 경로에 설정한 재생 리소스가 없음: %s." #: editor/plugins/animation_state_machine_editor.cpp msgid "Node Removed" msgstr "노드 제거됨" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition Removed" msgstr "전환 제거됨" #: editor/plugins/animation_state_machine_editor.cpp msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" "Shift+LMB+Drag: Connects the selected node with another node or creates a " "new node if you select an area without nodes." msgstr "" "노드를 선택하고 이동하세요.\n" "우클릭: 클릭한 위치에 새 노드를 만듭니다.\n" "Shift+좌클릭+드래그: 선택한 노드를 다른 노드와 연결합니다. 노드가 아닌 영역" "을 선택했을 경우 새 노드를 만듭니다." #: editor/plugins/animation_state_machine_editor.cpp msgid "Create new nodes." msgstr "새 노드를 만듭니다." #: editor/plugins/animation_state_machine_editor.cpp msgid "Connect nodes." msgstr "노드를 연결합니다." #: editor/plugins/animation_state_machine_editor.cpp msgid "Remove selected node or transition." msgstr "선택한 노드나 전환을 제거합니다." #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition:" msgstr "전환:" #: editor/plugins/animation_state_machine_editor.cpp msgid "New Transitions Should Auto Advance" msgstr "새 전환을 자동으로 진행" #: editor/plugins/animation_state_machine_editor.cpp msgid "Play Mode:" msgstr "실행 모드:" #: editor/plugins/animation_state_machine_editor.cpp msgid "Delete Selected" msgstr "선택 항목 삭제" #: editor/plugins/animation_state_machine_editor.cpp msgid "Delete All" msgstr "모두 삭제" #: editor/plugins/animation_tree_editor_plugin.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "Root" msgstr "루트" #: editor/plugins/animation_tree_editor_plugin.cpp #, fuzzy msgid "AnimationTree" msgstr "애니메이션" #: editor/plugins/animation_tree_editor_plugin.cpp #, fuzzy msgid "Toggle AnimationTree Bottom Panel" msgstr "집중 모드를 토글합니다." #: editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/editor_plugin_settings.cpp msgid "Author" msgstr "저자" #: editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/plugin_config_dialog.cpp msgid "Version:" msgstr "버전:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Contents:" msgstr "콘텐츠:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "View Files" msgstr "파일 보기" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download" msgstr "다운로드" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Connection error, please try again." msgstr "연결 오류. 다시 시도해주세요." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't connect." msgstr "연결할 수 없습니다." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't connect to host:" msgstr "호스트에 연결할 수 없음:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No response from host:" msgstr "호스트의 응답 없음:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No response." msgstr "응답 없음." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't resolve hostname:" msgstr "호스트 이름을 찾을 수 없음:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't resolve." msgstr "해결할 수 없습니다." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, return code:" msgstr "요청 실패. 반환 코드:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Cannot save response to:" msgstr "응답을 저장할 수 없음:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Write error." msgstr "작성 오류." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, too many redirects" msgstr "요청 실패. 너무 많은 리다이렉트" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Redirect loop." msgstr "리다이렉트 루프." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, timeout" msgstr "요청 실패. 시간 초과" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Timeout." msgstr "시간 초과." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed:" msgstr "실패함:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Bad download hash, assuming file has been tampered with." msgstr "잘못된 다운로드 해시. 파일이 변조된 것 같습니다." #: editor/plugins/asset_library_editor_plugin.cpp #, fuzzy msgid "Expected:" msgstr "사용되지 않음:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Got:" msgstr "받음:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed SHA-256 hash check" msgstr "SHA-256 해시 확인 실패" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Asset Download Error:" msgstr "애셋 다운로드 오류:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Ready to install!" msgstr "설치 준비 완료!" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Downloading (%s / %s)..." msgstr "다운로드 중 (%s / %s)..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Downloading..." msgstr "다운로드 중..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Resolving..." msgstr "해결 중..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Error making request" msgstr "요청 만드는 중 오류" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Idle" msgstr "대기" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Install..." msgstr "설치..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Retry" msgstr "다시 시도" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download Error" msgstr "다운로드 오류" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Recently Updated" msgstr "최근 업데이트" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Least Recently Updated" msgstr "가장 최근 업데이트" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Name (A-Z)" msgstr "이름 (A-Z)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Name (Z-A)" msgstr "이름 (Z-A)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "License (A-Z)" msgstr "라이선스 (A-Z)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "License (Z-A)" msgstr "라이선스 (Z-A)" #: editor/plugins/asset_library_editor_plugin.cpp #, fuzzy msgid "Featured" msgstr "기능" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Testing" msgstr "테스트" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Loading..." msgstr "불러오는 중..." #: editor/plugins/asset_library_editor_plugin.cpp msgctxt "Pagination" msgid "First" msgstr "처음" #: editor/plugins/asset_library_editor_plugin.cpp msgctxt "Pagination" msgid "Previous" msgstr "이전" #: editor/plugins/asset_library_editor_plugin.cpp msgctxt "Pagination" msgid "Next" msgstr "다음" #: editor/plugins/asset_library_editor_plugin.cpp msgctxt "Pagination" msgid "Last" msgstr "마지막" #: editor/plugins/asset_library_editor_plugin.cpp msgid "" "The Asset Library requires an online connection and involves sending data " "over the internet." msgstr "" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Go Online" msgstr "온라인으로" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed to get repository configuration." msgstr "" #: editor/plugins/asset_library_editor_plugin.cpp msgid "All" msgstr "모두" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No results for \"%s\" for support level(s): %s." msgstr "\"%s\"에 대한 결과가 서포트 레벨 %s에 없습니다." #: editor/plugins/asset_library_editor_plugin.cpp msgid "" "No results compatible with %s %s for support level(s): %s.\n" "Check the enabled support levels using the 'Support' button in the top-right " "corner." msgstr "" "%s %s와 호환되는 결과가 지원 레벨 %s에 없습니다.\n" "우측 상단의 '지원' 버튼을 눌러 활성화된 지원 레벨을 확인하세요." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Search Templates, Projects, and Demos" msgstr "템플릿, 프로젝트, 데모 검색" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Search Assets (Excluding Templates, Projects, and Demos)" msgstr "애셋 검색 (템플릿, 프로젝트, 데모 제외)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Import..." msgstr "가져오기..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Plugins..." msgstr "플러그인..." #: editor/plugins/asset_library_editor_plugin.cpp editor/project_manager.cpp msgid "Sort:" msgstr "정렬:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Category:" msgstr "카테고리:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Site:" msgstr "사이트:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Support" msgstr "지원" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Assets ZIP File" msgstr "애셋 ZIP 파일" #: editor/plugins/audio_stream_editor_plugin.cpp msgid "Audio Preview Play/Pause" msgstr "오디오 미리보기 재생/일시 정지" #: editor/plugins/bone_map_editor_plugin.cpp msgid "Bone Picker:" msgstr "본 선택기:" #: editor/plugins/bone_map_editor_plugin.cpp msgid "Clear mappings in current group." msgstr "현재 그룹에서 모든 맵핑을 제거합니다." #: editor/plugins/camera_3d_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Preview" msgstr "미리보기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Configure Snap" msgstr "스냅 구성" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Grid Offset:" msgstr "격자 오프셋:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Grid Step:" msgstr "격자 단계:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Primary Line Every:" msgstr "매 첫 라인:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation Offset:" msgstr "회전 오프셋:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation Step:" msgstr "회전 단계:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale Step:" msgstr "스케일 단계:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Children of a container get their position and size determined only by their " "parent." msgstr "컨테이너 노드의 자식은 부모에 의해서만 위치와 크기가 결정됩니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Node(s) to Position" msgstr "노드를 위치로 이동" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Vertical Guide" msgstr "수직 가이드 이동" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Vertical Guide" msgstr "수직 가이드 만들기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Remove Vertical Guide" msgstr "수직 가이드 제거" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Horizontal Guide" msgstr "수평 가이드 이동" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Horizontal Guide" msgstr "수평 가이드 만들기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Remove Horizontal Guide" msgstr "수평 가이드 제거" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Horizontal and Vertical Guides" msgstr "수평 및 수직 가이드 만들기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Set CanvasItem \"%s\" Pivot Offset to (%d, %d)" msgstr "CanvasItem \"%s\"의 피벗 오프셋을 (%d, %d)로 설정" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotate %d CanvasItems" msgstr "CanvasItem %d개 회전" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotate CanvasItem \"%s\" to %d degrees" msgstr "CanvasItem \"%s\"를 %d도로 회전" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move CanvasItem \"%s\" Anchor" msgstr "CanvasItem \"%s\" 앵커 이동" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale Node2D \"%s\" to (%s, %s)" msgstr "Node2D \"%s\"를 (%s, %s)로 스케일 조절" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Resize Control \"%s\" to (%d, %d)" msgstr "컨트롤 \"%s\"를 (%d, %d)로 크기 조절" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale %d CanvasItems" msgstr "CanvasItem %d개 스케일 조절" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale CanvasItem \"%s\" to (%s, %s)" msgstr "CanvasItem \"%s\"를 (%s, %s)로 스케일 조절" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move %d CanvasItems" msgstr "CanvasItem %d개 이동" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move CanvasItem \"%s\" to (%d, %d)" msgstr "CanvasItem \"%s\"를 (%d, %d)로 이동" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Locked" msgstr "잠김" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Grouped" msgstr "그룹됨" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Add Node Here..." msgstr "여기에 노드 추가..." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Instantiate Scene Here..." msgstr "여기에 씬 인스턴스화..." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Paste Node(s) Here" msgstr "여기에 노드 붙여넣기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Node(s) Here" msgstr "여기로 노드 이동" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "px" msgstr "px" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "units" msgstr "units" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Moving:" msgstr "이동:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotating:" msgstr "회전:" #. TRANSLATORS: Refers to changing the scale of a node in the 3D editor. #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Scaling:" msgstr "스케일링:" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "Project Camera Override\n" "Overrides the running project's camera with the editor viewport camera." msgstr "" "프로젝트 카메라 오버라이드\n" "실행 중인 프로젝트의 카메라를 에디터 뷰포트 카메라로 오버라이드합니다." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "Project Camera Override\n" "No project instance running. Run the project from the editor to use this " "feature." msgstr "" "프로젝트 카메라 오버라이드\n" "실행 중인 프로젝트 인스턴스가 없습니다. 이 기능을 사용하려면 에디터에서 프로" "젝트를 실행하세요." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock Selected" msgstr "선택 항목 잠그기" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Unlock Selected" msgstr "선택 항목 잠금 풀기" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Group Selected" msgstr "선택 항목 묶기" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Ungroup Selected" msgstr "선택 항목 묶음 풀기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Paste Pose" msgstr "포즈 붙여 넣기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Guides" msgstr "가이드 지우기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Custom Bone2D(s) from Node(s)" msgstr "노드에서 커스텀 Bone2D 만들기" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Cancel Transformation" msgstr "변형 취소" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 3.125%" msgstr "3.125%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 6.25%" msgstr "6.25%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 12.5%" msgstr "12.5%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 25%" msgstr "25%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 50%" msgstr "50%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 100%" msgstr "100%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 200%" msgstr "200%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 400%" msgstr "400%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 800%" msgstr "800%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 1600%" msgstr "1600%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/tiles/tile_atlas_view.cpp #: editor/plugins/tiles/tile_data_editors.cpp msgid "Center View" msgstr "중앙 보기" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Select Mode" msgstr "선택 모드" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp #, fuzzy msgid "Drag: Rotate selected node around pivot." msgstr "선택한 노드나 전환을 제거합니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Alt+Drag: Move selected node." msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Alt+Drag: Scale selected node." msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "V: Set selected node's pivot position." msgstr "선택한 노드나 전환을 제거합니다." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." msgstr "" "Alt+우클릭: 클릭된 위치에 있는 잠금을 포함한 모든 노드의 목록을 보여줍니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "RMB: Add node at position clicked." msgstr "우클릭: 클릭한 위치에 노드를 추가합니다." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Move Mode" msgstr "이동 모드" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Rotate Mode" msgstr "회전 모드" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Scale Mode" msgstr "스케일 모드" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Shift: Scale proportionally." msgstr "Shift: 비례적으로 조정합니다." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Show list of selectable nodes at position clicked." msgstr "클릭한 위치의 선택할 수 있는 노드 목록을 보여줍니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Click to change object's rotation pivot." msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Shift: Set temporary rotation pivot." msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Click this button while holding Shift to put the rotation pivot in the " "center of the selected nodes." msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Pan Mode" msgstr "팬 모드" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "You can also use Pan View shortcut (Space by default) to pan in any mode." msgstr "" "팬 보기 단축키 (기본값은 스페이스)를 이용하여 아무 모드에서나 팬을 할 수도 있" "습니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Ruler Mode" msgstr "자 모드" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle smart snapping." msgstr "스마트 스냅을 토글합니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Smart Snap" msgstr "스마트 스냅 사용" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle grid snapping." msgstr "격자 스냅을 토글합니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Grid Snap" msgstr "격자 스냅 사용" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snapping Options" msgstr "스냅 설정" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Rotation Snap" msgstr "회전 스냅 사용" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Scale Snap" msgstr "스케일 스냅 사용" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap Relative" msgstr "상대적인 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Pixel Snap" msgstr "픽셀 스냅 사용" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "부모에 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Anchor" msgstr "노드 앵커에 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Sides" msgstr "노드 옆면에 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Center" msgstr "노드 중앙에 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Other Nodes" msgstr "다른 노드에 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Guides" msgstr "가이드에 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Smart Snapping" msgstr "스마트 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Configure Snap..." msgstr "스냅 구성..." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." msgstr "선택된 노드를 잠그어 선택하거나 이동하지 못하게 합니다." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Unlock selected node, allowing selection and movement." msgstr "선택된 노드를 잠금 해제하여 선택하거나 이동할 수 있게 합니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Groups the selected node with its children. This causes the parent to be " "selected when any child node is clicked in 2D and 3D view." msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "Ungroups the selected node from its children. Child nodes will be individual " "items in 2D and 3D view." msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Skeleton Options" msgstr "스켈레톤 설정" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Bones" msgstr "본 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Make Bone2D Node(s) from Node(s)" msgstr "노드에서 Bone2D 노드 만들기" #. TRANSLATORS: Noun, name of the 2D/3D View menus. #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "View" msgstr "보기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show" msgstr "표시" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show When Snapping" msgstr "스냅할 때 표시" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle Grid" msgstr "토글 그리드" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid" msgstr "격자" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Helpers" msgstr "도우미 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Rulers" msgstr "자 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Guides" msgstr "가이드 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Origin" msgstr "원점 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Viewport" msgstr "뷰포트 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Lock" msgstr "잠그기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Group" msgstr "그룹" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Transformation" msgstr "변형" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Gizmos" msgstr "기즈모" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Selection" msgstr "선택 항목 중앙으로" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Frame Selection" msgstr "프레임 선택" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Preview Canvas Scale" msgstr "캔버스 스케일 미리보기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Project theme" msgstr "프로젝트 테마" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Editor theme" msgstr "에디터 테마" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Default theme" msgstr "기본 테마" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Preview Theme" msgstr "미리보기 테마" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Translation mask for inserting keys." msgstr "키를 삽입하기 위한 전환 마스크." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Rotation mask for inserting keys." msgstr "키를 삽입하기 위한 회전 마스크." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Scale mask for inserting keys." msgstr "키를 삽입하기 위한 스케일 마스크." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert keys (based on mask)." msgstr "키 삽입하기 (마스크 기준)." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert Key" msgstr "키 삽입" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" "Keys are only added to existing tracks, no new tracks will be created.\n" "Keys must be inserted manually for the first time." msgstr "" "오브젝트를 전환, 회전 또는 스케일을 조절할 때마다 자동으로 키를 삽입합니다 " "(마스크 기준).\n" "키는 기존 트랙에만 추가되고, 새 트랙을 추가하진 않습니다.\n" "처음에는 수동으로 키를 삽입해야 합니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Auto Insert Key" msgstr "자동으로 키 삽입" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Animation Key and Pose Options" msgstr "애니메이션 키와 포즈 설정" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Insert Key (Existing Tracks)" msgstr "키 삽입 (기존 트랙)" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Copy Pose" msgstr "포즈 복사" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Pose" msgstr "포즈 지우기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Multiply grid step by 2" msgstr "격자 단계를 2배 증가" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Divide grid step by 2" msgstr "격자 단계를 반으로 감소" #. TRANSLATORS: The placeholder is the type of node being instantiated. #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Adding %s..." msgstr "%s 추가하는 중..." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp #, fuzzy msgid "Error instantiating scene from %s." msgstr "%s에서 씬 인스턴스화 오류" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Create Node" msgstr "노드 만들기" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Can't instantiate multiple nodes without root." msgstr "루트 노드 없이 여러 노드를 인스턴스할 수 없습니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Circular dependency found at %s." msgstr "" #. TRANSLATORS: The placeholder is the error message. #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Can't instantiate: %s" msgstr "상수 설정: %s" #. TRANSLATORS: The placeholder is the file path of the scene being instantiated. #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Creating inherited scene from: %s" msgstr "새 상속된 씬을 만드는 중: " #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Instantiating: " msgstr "인스턴스화하는 중:" #. TRANSLATORS: The placeholders are the types of nodes being instantiated. #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Adding %s and %s..." msgstr "%s 추가하는 중..." #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "" "Drag and drop to add as sibling of selected node (except when root is " "selected)." msgstr "Shift를 누른 채 드롭하면 선택된 노드의 형제로서 노드를 추가합니다." #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Hold Shift when dropping to add as child of selected node." msgstr "Shift를 누른 채 드롭하면 선택된 노드의 형제로서 노드를 추가합니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Hold Alt when dropping to add as child of root node." msgstr "Alt를 누른 채 드롭하면 루트 노드의 자식으로 추가합니다." #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Hold Alt + Shift when dropping to add as different node type." msgstr "Alt + Shift를 누른 채 드롭하면 다른 노드 타입으로 추가합니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "디폴트 타입 바꾸기" #: editor/plugins/canvas_item_editor_plugin.h msgid "" "All selected CanvasItems are either invisible or locked in some way and " "can't be transformed." msgstr "" #: editor/plugins/cast_2d_editor_plugin.cpp msgid "Set Target Position" msgstr "목표 위치 설정" #: editor/plugins/collision_shape_2d_editor_plugin.cpp msgid "Set Handle" msgstr "핸들 설정" #: editor/plugins/control_editor_plugin.cpp msgid "This node doesn't have a control parent." msgstr "이 노드에는 Control 부모가 없습니다." #: editor/plugins/control_editor_plugin.cpp msgid "" "Use the appropriate layout properties depending on where you are going to " "put it." msgstr "어디에 놓을 것인지에 따라 적절한 레이아웃 속성을 사용하세요." #: editor/plugins/control_editor_plugin.cpp msgid "This node is a child of a container." msgstr "이 노드는 Container의 자식입니다." #: editor/plugins/control_editor_plugin.cpp msgid "Use container properties for positioning." msgstr "위치를 잡는 데 컨테이너의 속성을 사용하세요." #: editor/plugins/control_editor_plugin.cpp msgid "This node is a child of a regular control." msgstr "이 노드는 일반적인 Control의 자식입니다." #: editor/plugins/control_editor_plugin.cpp msgid "Use anchors and the rectangle for positioning." msgstr "위치를 잡는 데 앵커와 크기를 사용하세요." #: editor/plugins/control_editor_plugin.cpp msgid "Collapse positioning hint." msgstr "위치 힌트를 접습니다." #: editor/plugins/control_editor_plugin.cpp msgid "Expand positioning hint." msgstr "위치 힌트를 펼칩니다." #: editor/plugins/control_editor_plugin.cpp msgid "Container Default" msgstr "컨테이너 기본값" #: editor/plugins/control_editor_plugin.cpp msgid "Fill" msgstr "채우기" #: editor/plugins/control_editor_plugin.cpp msgid "Shrink Begin" msgstr "시작점에서 수축" #: editor/plugins/control_editor_plugin.cpp msgid "Shrink Center" msgstr "중앙에서 수축" #: editor/plugins/control_editor_plugin.cpp msgid "Shrink End" msgstr "끝점에서 수축" #: editor/plugins/control_editor_plugin.cpp #: editor/plugins/font_config_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Custom" msgstr "커스텀" #: editor/plugins/control_editor_plugin.cpp msgid "Expand" msgstr "확장" #: editor/plugins/control_editor_plugin.cpp msgid "Top Left" msgstr "왼쪽 위" #: editor/plugins/control_editor_plugin.cpp msgid "Center Top" msgstr "위쪽 중앙" #: editor/plugins/control_editor_plugin.cpp msgid "Top Right" msgstr "오른쪽 위" #: editor/plugins/control_editor_plugin.cpp msgid "Top Wide" msgstr "위쪽 넓게" #: editor/plugins/control_editor_plugin.cpp msgid "Center Left" msgstr "왼쪽 중앙" #: editor/plugins/control_editor_plugin.cpp msgid "Center" msgstr "중앙" #: editor/plugins/control_editor_plugin.cpp msgid "Center Right" msgstr "오른쪽 중앙" #: editor/plugins/control_editor_plugin.cpp msgid "HCenter Wide" msgstr "가로 중앙 넓게" #: editor/plugins/control_editor_plugin.cpp msgid "Bottom Left" msgstr "왼쪽 아래" #: editor/plugins/control_editor_plugin.cpp msgid "Center Bottom" msgstr "아래쪽 중앙" #: editor/plugins/control_editor_plugin.cpp msgid "Bottom Right" msgstr "오른쪽 아래" #: editor/plugins/control_editor_plugin.cpp msgid "Bottom Wide" msgstr "아래쪽 넓게" #: editor/plugins/control_editor_plugin.cpp msgid "Left Wide" msgstr "왼쪽 넓게" #: editor/plugins/control_editor_plugin.cpp msgid "VCenter Wide" msgstr "세로 중앙 넓게" #: editor/plugins/control_editor_plugin.cpp msgid "Right Wide" msgstr "오른쪽 넓게" #: editor/plugins/control_editor_plugin.cpp msgid "Full Rect" msgstr "공간 전체" #: editor/plugins/control_editor_plugin.cpp msgid "" "Enable to also set the Expand flag.\n" "Disable to only set Shrink/Fill flags." msgstr "" "확장 플래그를 같이 설정합니다.\n" "비활성화할 경우 수축/채우기 플래그만 설정합니다." #: editor/plugins/control_editor_plugin.cpp msgid "Some parents of the selected nodes do not support the Expand flag." msgstr "선택된 노드의 부모들 중 일부가 확장 플래그를 지원하지 않습니다." #: editor/plugins/control_editor_plugin.cpp msgid "Change Anchors, Offsets, Grow Direction" msgstr "앵커, 오프셋, 확장 방향 변경" #: editor/plugins/control_editor_plugin.cpp msgid "Change Anchors, Offsets (Keep Ratio)" msgstr "앵커, 오프셋 변경 (비율 유지)" #: editor/plugins/control_editor_plugin.cpp msgid "Change Vertical Size Flags" msgstr "세로 방향 크기 플래그 변경" #: editor/plugins/control_editor_plugin.cpp msgid "Change Horizontal Size Flags" msgstr "가로 방향 크기 플래그 변경" #: editor/plugins/control_editor_plugin.cpp #, fuzzy msgid "Change Vertical Expand Flag" msgstr "세로 방향 크기 플래그 변경" #: editor/plugins/control_editor_plugin.cpp #, fuzzy msgid "Change Horizontal Expand Flag" msgstr "가로 방향 크기 플래그 변경" #: editor/plugins/control_editor_plugin.cpp msgid "Presets for the anchor and offset values of a Control node." msgstr "Control 노드의 앵커와 오프셋 값의 프리셋입니다." #: editor/plugins/control_editor_plugin.cpp msgid "Anchor preset" msgstr "앵커 프리셋" #: editor/plugins/control_editor_plugin.cpp msgid "Set to Current Ratio" msgstr "현재 비율로 설정" #: editor/plugins/control_editor_plugin.cpp msgid "Adjust anchors and offsets to match the current rect size." msgstr "현재 크기에 맞게 앵커와 오프셋을 조정합니다." #: editor/plugins/control_editor_plugin.cpp msgid "" "When active, moving Control nodes changes their anchors instead of their " "offsets." msgstr "" "이 설정을 켜면, Control 노드를 움직일 때 오프셋이 아닌 앵커를 바꿉니다." #: editor/plugins/control_editor_plugin.cpp msgid "Sizing settings for children of a Container node." msgstr "Container 노드의 자식 크기 설정입니다." #: editor/plugins/control_editor_plugin.cpp msgid "Horizontal alignment" msgstr "가로 방향 정렬" #: editor/plugins/control_editor_plugin.cpp msgid "Vertical alignment" msgstr "세로 방향 정렬" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/cpu_particles_3d_editor_plugin.cpp msgid "Convert to GPUParticles3D" msgstr "GPUParticles3D로 변환" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/gpu_particles_2d_editor_plugin.cpp msgid "Load Emission Mask" msgstr "방출 마스크 불러오기" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp msgid "Convert to GPUParticles2D" msgstr "GPUParticles2D로 변환" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp msgid "CPUParticles2D" msgstr "CPUParticles2D" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/gpu_particles_2d_editor_plugin.cpp msgid "Emission Mask" msgstr "방출 마스크" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/gpu_particles_2d_editor_plugin.cpp msgid "Solid Pixels" msgstr "전면 픽셀" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/gpu_particles_2d_editor_plugin.cpp msgid "Border Pixels" msgstr "테두리 픽셀" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/gpu_particles_2d_editor_plugin.cpp msgid "Directed Border Pixels" msgstr "방향성이 있는 테두리 픽셀" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/gpu_particles_2d_editor_plugin.cpp msgid "Centered" msgstr "중앙" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/gpu_particles_2d_editor_plugin.cpp msgid "Capture Colors from Pixel" msgstr "픽셀에서 색상 캡처" #: editor/plugins/cpu_particles_3d_editor_plugin.cpp #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "Generating Visibility AABB (Waiting for Particle Simulation)" msgstr "가시성 AABB 생성 중 (파티클 시뮬레이션을 기다리는 중)" #: editor/plugins/cpu_particles_3d_editor_plugin.cpp #: editor/plugins/gpu_particles_2d_editor_plugin.cpp #: editor/plugins/gpu_particles_3d_editor_plugin.cpp #, fuzzy msgid "Generating..." msgstr "연결 중..." #: editor/plugins/cpu_particles_3d_editor_plugin.cpp #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "Generate Visibility AABB" msgstr "가시성 AABB 생성" #: editor/plugins/cpu_particles_3d_editor_plugin.cpp msgid "CPUParticles3D" msgstr "CPUParticles3D" #: editor/plugins/cpu_particles_3d_editor_plugin.cpp #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "Generate AABB" msgstr "AABB 생성" #: editor/plugins/cpu_particles_3d_editor_plugin.cpp #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "Create Emission Points From Node" msgstr "노드에서 방출 점 만들기" #: editor/plugins/cpu_particles_3d_editor_plugin.cpp #: editor/plugins/gpu_particles_2d_editor_plugin.cpp #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "Generation Time (sec):" msgstr "생성 시간 (초):" #: editor/plugins/curve_editor_plugin.cpp msgid "Load Curve Preset" msgstr "곡선 프리셋 불러오기" #: editor/plugins/curve_editor_plugin.cpp msgid "Add Curve Point" msgstr "곡선 점 생성" #: editor/plugins/curve_editor_plugin.cpp msgid "Remove Curve Point" msgstr "곡선 점 제거" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Point" msgstr "곡선 점 수정" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Point's Tangents" msgstr "곡선 점의 접선 수정" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Point's Left Tangent" msgstr "곡선 점의 왼쪽 접선 수정" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Point's Right Tangent" msgstr "곡선 점의 오른쪽 접선 수정" #: editor/plugins/curve_editor_plugin.cpp msgid "Toggle Linear Curve Point's Tangent" msgstr "곡선 점의 선형 접선 토글" #: editor/plugins/curve_editor_plugin.cpp msgid "Hold Shift to edit tangents individually" msgstr "Shift키를 눌러서 접선을 개별적으로 편집" #: editor/plugins/curve_editor_plugin.cpp msgid "Ease In" msgstr "감속" #: editor/plugins/curve_editor_plugin.cpp msgid "Ease Out" msgstr "가속" #: editor/plugins/curve_editor_plugin.cpp msgid "Smoothstep" msgstr "부드러운 단계" #: editor/plugins/curve_editor_plugin.cpp #: editor/plugins/gradient_editor_plugin.cpp #: editor/plugins/gradient_texture_2d_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp msgid "Toggle Grid Snap" msgstr "토글 그리드 스냅" #: editor/plugins/debugger_editor_plugin.cpp msgid "Debug with External Editor" msgstr "외부 에디터로 디버깅" #: editor/plugins/debugger_editor_plugin.cpp #, fuzzy msgid "Toggle Debugger Bottom Panel" msgstr "설정 패널 토글" #: editor/plugins/debugger_editor_plugin.cpp msgid "Deploy with Remote Debug" msgstr "원격 디버그와 함께 배포" #: editor/plugins/debugger_editor_plugin.cpp msgid "" "When this option is enabled, using one-click deploy will make the executable " "attempt to connect to this computer's IP so the running project can be " "debugged.\n" "This option is intended to be used for remote debugging (typically with a " "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" "이 옵션이 활성화된 경우 원 클릭 배포를 사용하면 실행중인 프로젝트를 디버깅 " "할 수 있도록 이 컴퓨터의 IP에 연결을 시도합니다.\n" "이 옵션은 원격 디버깅 (일반적으로 모바일 기기 사용)에 사용하기 위한 것입니" "다.\n" "GDScript 디버거를 로컬에서 사용하기 위해 활성화할 필요는 없습니다." #: editor/plugins/debugger_editor_plugin.cpp msgid "Small Deploy with Network Filesystem" msgstr "네트워크 파일시스템을 사용한 경량 배포" #: editor/plugins/debugger_editor_plugin.cpp msgid "" "When this option is enabled, using one-click deploy for Android will only " "export an executable without the project data.\n" "The filesystem will be provided from the project by the editor over the " "network.\n" "On Android, deploying will use the USB cable for faster performance. This " "option speeds up testing for projects with large assets." msgstr "" "이 옵션을 활성화하고 Android 용 원 클릭 배포를 사용하면 프로젝트 데이터없이 " "실행 파일만 내 보냅니다.\n" "파일시스템은 네트워크를 통해 에디터에 의해 프로젝트에서 제공됩니다.\n" "Android의 경우, 배포시 더 빠른 속도를 위해 USB 케이블을 사용합니다. 이 옵션" "은 에셋의 용량이 큰 프로젝트의 테스트 속도를 높입니다." #: editor/plugins/debugger_editor_plugin.cpp msgid "Visible Collision Shapes" msgstr "콜리전 모양 보이기" #: editor/plugins/debugger_editor_plugin.cpp msgid "" "When this option is enabled, collision shapes and raycast nodes (for 2D and " "3D) will be visible in the running project." msgstr "" "이 설정을 활성화하면 프로젝트를 실행하는 동안 (2D와 3D용) 콜리전 모양과 " "Raycast 노드가 보이게 됩니다." #: editor/plugins/debugger_editor_plugin.cpp msgid "Visible Paths" msgstr "패스 보이기" #: editor/plugins/debugger_editor_plugin.cpp msgid "" "When this option is enabled, curve resources used by path nodes will be " "visible in the running project." msgstr "" "이 설정이 활성화되면, 프로젝트를 실행하는 동안 Path 노드에서 사용하는 Curve " "리소스가 보이게 됩니다." #: editor/plugins/debugger_editor_plugin.cpp msgid "Visible Navigation" msgstr "네비게이션 보이기" #: editor/plugins/debugger_editor_plugin.cpp #, fuzzy msgid "" "When this option is enabled, navigation meshes, and polygons will be visible " "in the running project." msgstr "" "이 설정이 활성화되면, 프로젝트를 실행하는 동안 네비게이션 메시와 폴리곤이 보" "이게 됩니다." #: editor/plugins/debugger_editor_plugin.cpp msgid "Visible Avoidance" msgstr "어보이던스 보이기" #: editor/plugins/debugger_editor_plugin.cpp #, fuzzy msgid "" "When this option is enabled, avoidance object shapes, radiuses, and " "velocities will be visible in the running project." msgstr "" "이 설정이 활성화되면, 프로젝트를 실행하는 동안 어보이던스 오브젝트의 모양, 직" "경과 속도가 보이게 됩니다." #: editor/plugins/debugger_editor_plugin.cpp msgid "Debug CanvasItem Redraws" msgstr "CanvasItem 리드로우를 디버그" #: editor/plugins/debugger_editor_plugin.cpp msgid "" "When this option is enabled, redraw requests of 2D objects will become " "visible (as a short flash) in the running project.\n" "This is useful to troubleshoot low processor mode." msgstr "" "이 설정이 활성화되면, 프로젝트 내에서 2D 오브젝트의 다시 그리기 요청이 (짧은 " "섬광으로) 시각화됩니다.\n" "이 설정은 로우 프로세서 모드에서의 문제 해결에 도움을 줄 수도 있습니다." #: editor/plugins/debugger_editor_plugin.cpp msgid "Synchronize Scene Changes" msgstr "씬 변경사항 동기화" #: editor/plugins/debugger_editor_plugin.cpp msgid "" "When this option is enabled, any changes made to the scene in the editor " "will be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" "이 설정이 활성화되면, 에디터에서 씬을 수정하면 실행 중인 프로젝트에 반영됩니" "다.\n" "기기에서 원격으로 사용 중인 경우, 네트워크 파일시스템 옵션이 활성화되어 있다" "면 더욱 효율적입니다." #: editor/plugins/debugger_editor_plugin.cpp msgid "Synchronize Script Changes" msgstr "스크립트 변경사항 동기화" #: editor/plugins/debugger_editor_plugin.cpp msgid "" "When this option is enabled, any script that is saved will be reloaded in " "the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" "이 설정이 활성화되면, 어떤 스크립트든지 저장되면 실행 중인 프로젝트를 다시 불" "러오게 됩니다.\n" "기기에서 원격으로 사용 중인 경우, 네트워크 파일시스템 옵션이 활성화되어 있다" "면 더욱 효율적입니다." #: editor/plugins/debugger_editor_plugin.cpp msgid "Keep Debug Server Open" msgstr "디버그 서버 열어놓기" #: editor/plugins/debugger_editor_plugin.cpp msgid "" "When this option is enabled, the editor debug server will stay open and " "listen for new sessions started outside of the editor itself." msgstr "" "이 설정이 활성화되면, 에디터의 디버그 서버가 에디터 바깥에서 시작된 새로운 세" "션을 지원하기 위해 열려 있을 것입니다." #: editor/plugins/debugger_editor_plugin.cpp msgid "Customize Run Instances..." msgstr "인스턴스 실행 사용자 지정..." #: editor/plugins/editor_plugin_settings.cpp msgid "" "Name: %s\n" "Path: %s\n" "Main Script: %s\n" "\n" "%s" msgstr "" "이름: %s\n" "경로: %s\n" "메인 스크립트: %s\n" "\n" "%s" #: editor/plugins/editor_plugin_settings.cpp msgid "Edit Plugin" msgstr "플러그인 편집" #: editor/plugins/editor_plugin_settings.cpp msgid "Installed Plugins:" msgstr "설치된 플러그인:" #: editor/plugins/editor_plugin_settings.cpp msgid "Create New Plugin" msgstr "새 플러그인 만들기" #: editor/plugins/editor_plugin_settings.cpp editor/run_instances_dialog.cpp #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp msgid "Enabled" msgstr "활성화" #: editor/plugins/editor_plugin_settings.cpp msgid "Version" msgstr "버전" #: editor/plugins/editor_resource_tooltip_plugins.cpp msgid "Size: %s" msgstr "크기: %s" #: editor/plugins/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "타입: %s" #: editor/plugins/editor_resource_tooltip_plugins.cpp msgid "Dimensions: %d × %d" msgstr "화면 크기: %d × %d" #: editor/plugins/editor_resource_tooltip_plugins.cpp msgid "Length: %0dm %0ds" msgstr "" #: editor/plugins/editor_resource_tooltip_plugins.cpp msgid "Length: %0.1fs" msgstr "" #: editor/plugins/editor_resource_tooltip_plugins.cpp msgid "Length: %0.3fs" msgstr "" #: editor/plugins/font_config_plugin.cpp msgid "Overrides (%d)" msgstr "오버라이드 (%d)" #. TRANSLATORS: Script refers to a writing system. #: editor/plugins/font_config_plugin.cpp msgctxt "Locale" msgid "Add Script" msgstr "스크립트 추가" #: editor/plugins/font_config_plugin.cpp msgid "Add Locale" msgstr "로케일 추가" #: editor/plugins/font_config_plugin.cpp msgid "Variation Coordinates (%d)" msgstr "바리에이션 좌표 (%d)" #: editor/plugins/font_config_plugin.cpp msgid "No supported features" msgstr "지원되는 기능 없음" #: editor/plugins/font_config_plugin.cpp msgid "Features (%d of %d set)" msgstr "기능 (%d개, %d개 중)" #: editor/plugins/font_config_plugin.cpp msgid "Add Feature" msgstr "기능 추가" #: editor/plugins/font_config_plugin.cpp #, fuzzy msgid "Stylistic Sets" msgstr "스타일" #: editor/plugins/font_config_plugin.cpp #, fuzzy msgid "Character Variants" msgstr "셰이더 Varying 만들기" #: editor/plugins/font_config_plugin.cpp #, fuzzy msgid "Capitals" msgstr "대문자로 시작" #: editor/plugins/font_config_plugin.cpp #, fuzzy msgid "Ligatures" msgstr "기능" #: editor/plugins/font_config_plugin.cpp #, fuzzy msgid "Alternates" msgstr "대체로" #: editor/plugins/font_config_plugin.cpp msgid "East Asian Language" msgstr "" #: editor/plugins/font_config_plugin.cpp msgid "East Asian Widths" msgstr "" #: editor/plugins/font_config_plugin.cpp #, fuzzy msgid "Numeral Alignment" msgstr "세로 방향 정렬" #: editor/plugins/font_config_plugin.cpp msgid " - Variation" msgstr " - 바리에이션" #: editor/plugins/font_config_plugin.cpp msgid "Unable to preview font" msgstr "폰트를 미리보기할 수 없음" #: editor/plugins/gizmos/audio_stream_player_3d_gizmo_plugin.cpp msgid "Change AudioStreamPlayer3D Emission Angle" msgstr "AudioStreamPlayer3D 방출 각도 바꾸기" #: editor/plugins/gizmos/camera_3d_gizmo_plugin.cpp msgid "Change Camera FOV" msgstr "카메라 시야 바꾸기" #: editor/plugins/gizmos/camera_3d_gizmo_plugin.cpp msgid "Change Camera Size" msgstr "카메라 크기 바꾸기" #: editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp #: editor/plugins/gizmos/occluder_instance_3d_gizmo_plugin.cpp #: modules/csg/editor/csg_gizmos.cpp msgid "Change Sphere Shape Radius" msgstr "구체 모양 반경 바꾸기" #: editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp #: editor/plugins/gizmos/occluder_instance_3d_gizmo_plugin.cpp #: modules/csg/editor/csg_gizmos.cpp msgid "Change Box Shape Size" msgstr "박스 모양 크기 바꾸기" #: editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp msgid "Change Capsule Shape Radius" msgstr "캡슐 모양 반경 바꾸기" #: editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp msgid "Change Capsule Shape Height" msgstr "캡슐 모양 높이 바꾸기" #: editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp msgid "Change Cylinder Shape Radius" msgstr "캡슐 모양 반지름 바꾸기" #: editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp msgid "Change Cylinder Shape Height" msgstr "캡슐 모양 높이 바꾸기" #: editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp msgid "Change Separation Ray Shape Length" msgstr "구분 광선 모양 길이 바꾸기" #: editor/plugins/gizmos/decal_gizmo_plugin.cpp msgid "Change Decal Size" msgstr "데칼 크기 바꾸기" #: editor/plugins/gizmos/fog_volume_gizmo_plugin.cpp #, fuzzy msgid "Change FogVolume Size" msgstr "포그 볼륨 크기 바꾸기" #: editor/plugins/gizmos/gpu_particles_collision_3d_gizmo_plugin.cpp msgid "Change Radius" msgstr "반경 바꾸기" #: editor/plugins/gizmos/light_3d_gizmo_plugin.cpp msgid "Change Light Radius" msgstr "라이트 반경 바꾸기" #: editor/plugins/gizmos/navigation_link_3d_gizmo_plugin.cpp #, fuzzy msgid "Start Location" msgstr "끝 위치" #: editor/plugins/gizmos/navigation_link_3d_gizmo_plugin.cpp msgid "End Location" msgstr "끝 위치" #: editor/plugins/gizmos/navigation_link_3d_gizmo_plugin.cpp msgid "Change Start Position" msgstr "시작 위치 바꾸기" #: editor/plugins/gizmos/navigation_link_3d_gizmo_plugin.cpp msgid "Change End Position" msgstr "끝 위치 바꾸기" #: editor/plugins/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/plugins/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" msgstr "프로브 크기 바꾸기" #: editor/plugins/gizmos/reflection_probe_gizmo_plugin.cpp msgid "Change Probe Origin Offset" msgstr "프로브 원점 오프셋 바꾸기" #: editor/plugins/gizmos/visible_on_screen_notifier_3d_gizmo_plugin.cpp msgid "Change Notifier AABB" msgstr "알림이 AABB 바꾸기" #: editor/plugins/gpu_particles_2d_editor_plugin.cpp msgid "Convert to CPUParticles2D" msgstr "CPUParticles2D로 변환" #: editor/plugins/gpu_particles_2d_editor_plugin.cpp msgid "Generating Visibility Rect (Waiting for Particle Simulation)" msgstr "가시성 직사각형 생성 중 (파티클 시뮬레이션을 기다리는 중)" #: editor/plugins/gpu_particles_2d_editor_plugin.cpp msgid "Generate Visibility Rect" msgstr "가시성 직사각형 생성" #: editor/plugins/gpu_particles_2d_editor_plugin.cpp msgid "Can only set point into a ParticleProcessMaterial process material" msgstr "" "ParticleProcessMaterial 프로세스 머티리얼 안에만 점을 설정할 수 있습니다" #: editor/plugins/gpu_particles_2d_editor_plugin.cpp msgid "GPUParticles2D" msgstr "GPUParticles2D" #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "The geometry's faces don't contain any area." msgstr "지오메트리의 면에 영역이 포함되지 않습니다." #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "The geometry doesn't contain any faces." msgstr "지오메트리에 면이 포함되지 않습니다." #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "\"%s\" doesn't inherit from Node3D." msgstr "\"%s\"은(는) Node3D를 상속받지 않습니다." #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "\"%s\" doesn't contain geometry." msgstr "\"%s\"에 지오메트리가 포함되지 않습니다." #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "\"%s\" doesn't contain face geometry." msgstr "\"%s\"에 면 지오메트리가 포함되지 않습니다." #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "Create Emitter" msgstr "방출기 만들기" #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "Emission Points:" msgstr "방출 점:" #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "Surface Points" msgstr "표면 점" #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "Surface Points+Normal (Directed)" msgstr "표면 점+노멀 (직접)" #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "Volume" msgstr "볼륨" #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "Emission Source:" msgstr "방출 소스:" #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "A processor material of type 'ParticleProcessMaterial' is required." msgstr "'ParticlesProcessMaterial' 타입의 프로세서 머티리얼이 필요합니다." #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "Convert to CPUParticles3D" msgstr "CPUParticles3D로 변환" #: editor/plugins/gpu_particles_3d_editor_plugin.cpp msgid "GPUParticles3D" msgstr "GPUParticles3D" #: editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp #: editor/plugins/voxel_gi_editor_plugin.cpp msgid "Low" msgstr "낮음" #: editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp #: editor/plugins/voxel_gi_editor_plugin.cpp msgid "Moderate" msgstr "중간" #: editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp #: editor/plugins/voxel_gi_editor_plugin.cpp msgid "High" msgstr "높음" #: editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp #: editor/plugins/voxel_gi_editor_plugin.cpp msgid "Subdivisions: %s" msgstr "서브디비전: %s" #: editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp #: editor/plugins/voxel_gi_editor_plugin.cpp msgid "Cell size: %s" msgstr "셀 크기: %s" #: editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp #: editor/plugins/voxel_gi_editor_plugin.cpp msgid "Video RAM size: %s MB (%s)" msgstr "VRAM 크기: %s MB (%s)" #: editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp msgid "Bake SDF" msgstr "SDF 굽기" #: editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp msgid "" "No faces detected during GPUParticlesCollisionSDF3D bake.\n" "Check whether there are visible meshes matching the bake mask within its " "extents." msgstr "" "GPUParticlesCollisionSDF3D를 굽는 중 아무 면도 찾지 못했습니다.\n" "이 범위 내에 일치하는 베이크 마스크를 지닌 숨겨지지 않은 메시가 있는지 확인" "해 주세요." #: editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp msgid "Select path for SDF Texture" msgstr "SDF 텍스처의 경로를 선택하세요" #: editor/plugins/gradient_editor_plugin.cpp msgid "Add Gradient Point" msgstr "그라디언트 포인트 추가" #: editor/plugins/gradient_editor_plugin.cpp msgid "Remove Gradient Point" msgstr "그라디언트 포인트 제거" #: editor/plugins/gradient_editor_plugin.cpp msgid "Move Gradient Point" msgstr "그라디언트 포인트 이동" #: editor/plugins/gradient_editor_plugin.cpp msgid "Recolor Gradient Point" msgstr "그라디언트 포인트 색 바꾸기" #: editor/plugins/gradient_editor_plugin.cpp msgid "Reverse Gradient" msgstr "그라디언트 뒤집기" #: editor/plugins/gradient_editor_plugin.cpp msgid "Reverse/Mirror Gradient" msgstr "그라디언트 돌리기/뒤집기" #: editor/plugins/gradient_texture_2d_editor_plugin.cpp msgid "Move GradientTexture2D Fill Point" msgstr "GradientTexture2D 채우기 포인트 교체" #: editor/plugins/gradient_texture_2d_editor_plugin.cpp msgid "Swap GradientTexture2D Fill Points" msgstr "GradientTexture2D 채우기 포인트 교체" #: editor/plugins/gradient_texture_2d_editor_plugin.cpp msgid "Swap Gradient Fill Points" msgstr "그라디언트 채우기 포인트 교체" #: editor/plugins/input_event_editor_plugin.cpp msgid "Configure" msgstr "구성" #: editor/plugins/light_occluder_2d_editor_plugin.cpp msgid "Create Occluder Polygon" msgstr "Occluder 폴리곤 만들기" #: editor/plugins/lightmap_gi_editor_plugin.cpp msgid "" "Can't determine a save path for lightmap images.\n" "Save your scene and try again." msgstr "" "라이트맵 이미지를 위한 저장 경로를 결정할 수 없습니다.\n" "씬을 저장하고 다시 시도하세요." #: editor/plugins/lightmap_gi_editor_plugin.cpp msgid "" "No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake " "Light' flag is on." msgstr "" "구울 메시가 없습니다. UV2 채널을 포함하고 있고 'Bake Light' 플래그가 켜져 있" "는지 확인해주세요." #: editor/plugins/lightmap_gi_editor_plugin.cpp msgid "Failed creating lightmap images, make sure path is writable." msgstr "라이트맵 이미지 생성 실패. 작성 가능한 경로인지 확인해주세요." #: editor/plugins/lightmap_gi_editor_plugin.cpp msgid "No editor scene root found." msgstr "에디터 씬의 루트를 찾을 수 없습니다." #: editor/plugins/lightmap_gi_editor_plugin.cpp msgid "Lightmap data is not local to the scene." msgstr "라이트맵 데이터가 씬에 로컬이 아닙니다." #: editor/plugins/lightmap_gi_editor_plugin.cpp msgid "" "Maximum texture size is too small for the lightmap images.\n" "While this can be fixed by increasing the maximum texture size, it is " "recommended you split the scene into more objects instead." msgstr "" #: editor/plugins/lightmap_gi_editor_plugin.cpp msgid "" "Failed creating lightmap images. Make sure all meshes selected to bake have " "`lightmap_size_hint` value set high enough, and `texel_scale` value of " "LightmapGI is not too low." msgstr "" #: editor/plugins/lightmap_gi_editor_plugin.cpp msgid "" "Failed fitting a lightmap image into an atlas. This should never happen and " "should be reported." msgstr "" #: editor/plugins/lightmap_gi_editor_plugin.cpp msgid "Bake Lightmaps" msgstr "라이트맵 굽기" #: editor/plugins/lightmap_gi_editor_plugin.cpp msgid "LightMap Bake" msgstr "라이트맵 베이킹" #: editor/plugins/lightmap_gi_editor_plugin.cpp msgid "Select lightmap bake file:" msgstr "라이트맵을 구울 파일 선택:" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Couldn't create a Trimesh collision shape." msgstr "Trimesh 콜리전 모양을 만들 수 없습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #, fuzzy msgid "Couldn't create a single collision shape." msgstr "단일 컨벡스 콜리전 모양을 만들 수 없습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #, fuzzy msgid "Couldn't create a simplified collision shape." msgstr "Trimesh 콜리전 모양을 만들 수 없습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Couldn't create any collision shapes." msgstr "콜리전 모양을 만들 수 없습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #, fuzzy msgid "Can't create a collision shape as sibling for the scene root." msgstr "씬 루트에서 단일 컨벡스 콜리전 모양을 만들 수 없습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Mesh is empty!" msgstr "메시가 없습니다!" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Create Navigation Mesh" msgstr "내비게이션 메시 만들기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Create Debug Tangents" msgstr "디버그 접선 생성" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "No mesh to unwrap." msgstr "언랩할 메시가 없습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "" "Mesh cannot unwrap UVs because it does not belong to the edited scene. Make " "it unique first." msgstr "" "이 메시는 편집 중인 씬에 속한 것이 아니어서 UV 펼치기를 할 수 없습니다. 먼저 " "리소스를 유일하게 만드세요." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "" "Mesh cannot unwrap UVs because it belongs to another resource which was " "imported from another file type. Make it unique first." msgstr "" "이 메시는 다른 파일 타입에서 가져온 다른 리소스에 속하는 것이어서 UV 펼치기" "를 할 수 없습니다. 먼저 리소스를 유일하게 만드세요." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "" "Mesh cannot unwrap UVs because it was imported from another file type. Make " "it unique first." msgstr "" "이 메시는 다른 파일 타입에서 가져온 것이어서 UV 펼치기를 할 수 없습니다. 먼" "저 리소스를 유일하게 만드세요." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Unwrap UV2" msgstr "UV2 펼치기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Contained Mesh is not of type ArrayMesh." msgstr "포함된 메시가 ArrayMesh 타입이 아닙니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Can't unwrap mesh with blend shapes." msgstr "메시를 블렌드 셰이프로 언랩할 수 없습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Only triangles are supported for lightmap unwrap." msgstr "라이트맵 언랩에는 삼각형만 사용할 수 있습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Normals are required for lightmap unwrap." msgstr "라이트맵을 언랩하기 위해서는 노멀이 필요합니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "UV 펼치기를 실패했습니다. 메시가 다양한 것 같은데요?" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "No mesh to debug." msgstr "디버그할 메시가 없습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Mesh has no UV in layer %d." msgstr "레이어 %d에서 메시에 UV가 없습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "MeshInstance3D lacks a Mesh." msgstr "MeshInstance3D에 메시가 없습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Mesh has no surface to create outlines from." msgstr "메시에 윤곽선을 만들 표면이 없습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES." msgstr "메시 기본 타입이 PRIMITIVE_TRIANGLES이 아닙니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Could not create outline." msgstr "윤곽선을 만들 수 없습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Create Outline" msgstr "윤곽선 만들기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "메시" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #, fuzzy msgid "Create Collision Shape..." msgstr "콜리전 모양 보이기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Create Outline Mesh..." msgstr "윤곽선 메시 만들기..." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "" "Creates a static outline mesh. The outline mesh will have its normals " "flipped automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" "스태틱 윤곽선 메시를 만듭니다. 윤곽선 메시의 법선 벡터는 자동으로 반전됩니" "다.\n" "StandardMaterial의 Grow 속성을 사용할 수 없을 때 대신 사용할 수 있습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "View UV1" msgstr "UV1 보기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "View UV2" msgstr "UV2 보기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Unwrap UV2 for Lightmap/AO" msgstr "라이트맵/AO를 위한 UV2 펼치기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Create Outline Mesh" msgstr "윤곽선 메시 만들기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Outline Size:" msgstr "윤곽선 크기:" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #, fuzzy msgid "Create Collision Shape" msgstr "콜리전 모양 보이기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #, fuzzy msgid "Collision Shape placement" msgstr "콜리전 모양 보이기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #, fuzzy msgid "Sibling" msgstr "스케일링:" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #, fuzzy msgid "Creates collision shapes as Sibling." msgstr "Trimesh 콜리전 동기 만들기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Static Body Child" msgstr "" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Creates a StaticBody3D as child and assigns collision shapes to it." msgstr "" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #, fuzzy msgid "Collision Shape Type" msgstr "콜리전 모양 보이기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "Trimesh" msgstr "" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "" "Creates a polygon-based collision shape.\n" "This is the most accurate (but slowest) option for collision detection." msgstr "" "폴리곤 기반 콜리전 모양을 만듭니다.\n" "이 방법은 가장 정확한 (하지만 가장 느린) 콜리전 탐지 방법입니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #, fuzzy msgid "Single Convex" msgstr "단일 컨벡스 모양 만들기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." msgstr "" "단일 컨벡스 콜리전 모양을 만듭니다.\n" "이 방법은 가장 빠른 (하지만 덜 정확한) 콜리전 감지 옵션입니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #, fuzzy msgid "Simplified Convex" msgstr "단순 컨벡스 모양 만들기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " "geometry in some cases, at the cost of accuracy." msgstr "" "단순 컨벡스 콜리전 모양을 만듭니다.\n" "단일 콜리전 모양과 비슷하지만, 경우에 따라 정확도를 희생시켜 지오메트리가 더 " "단순해지는 결과를 초래할 수 있습니다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #, fuzzy msgid "Multiple Convex" msgstr "다중 컨벡스 모양 만들기" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " "polygon-based collision." msgstr "" "폴리곤 기반 콜리전 모양을 만듭니다.\n" "이 방법은 단일 컨벡스 콜리전과 폴리곤 기반 콜리전 사이의 중간 정도 성능입니" "다." #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "UV Channel Debug" msgstr "UV 채널 디버그" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Remove item %d?" msgstr "항목 %d개를 제거하시겠습니까?" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "" "Update from existing scene?:\n" "%s" msgstr "" "존재하는 씬에서 업데이트할까요?\n" "%s" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "MeshLibrary" msgstr "메쉬 라이브러리" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Add Item" msgstr "항목 추가" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Remove Selected Item" msgstr "선택한 항목 제거" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import from Scene (Ignore Transforms)" msgstr "씬에서 가져오기 (변형 무시)" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import from Scene (Apply Transforms)" msgstr "씬에서 가져오기 (변형 적용)" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Update from Scene" msgstr "씬에서 업데이트" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Apply without Transforms" msgstr "변환 없이 적용" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Apply with Transforms" msgstr "변환과 함께 적용" #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and no MultiMesh set in node)." msgstr "" "메시 소스를 지정하지 않았습니다 (그리고 노드에 MultiMesh를 설정하지 않았습니" "다)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and MultiMesh contains no Mesh)." msgstr "메시 소스를 지정하지 않았습니다 (그리고 MultiMesh에 메시가 없습니다)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (invalid path)." msgstr "메시 소스가 잘못되었습니다 (잘못된 경로)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (not a MeshInstance3D)." msgstr "메시 소스가 잘못되었습니다 (MeshInstance3D가 아님)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (contains no Mesh resource)." msgstr "메시 소스가 잘못되었습니다 (Mesh 리소스가 없음)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "No surface source specified." msgstr "표면 소스를 지정하지 않았습니다." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (invalid path)." msgstr "표면 소스가 잘못되었습니다 (잘못된 경로)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (no geometry)." msgstr "표면 소스가 잘못되었습니다 (지오메트리 없음)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (no faces)." msgstr "표면 소스가 잘못되었습니다 (면 없음)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Select a Source Mesh:" msgstr "소스 메시를 선택하세요:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Select a Target Surface:" msgstr "대상 표면을 선택하세요:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate Surface" msgstr "표면 채우기" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate MultiMesh" msgstr "MultiMesh 만들기" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Target Surface:" msgstr "대상 표면:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Source Mesh:" msgstr "원본 메시:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "X-Axis" msgstr "X축" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Y-Axis" msgstr "Y축" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Z-Axis" msgstr "Z축" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh Up Axis:" msgstr "메시의 위쪽 축:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Rotation:" msgstr "무작위 회전:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Tilt:" msgstr "무작위 기울기:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Scale:" msgstr "무작위 스케일:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Amount:" msgstr "양:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate" msgstr "만들기" #: editor/plugins/navigation_link_2d_editor_plugin.cpp msgid "Set start_position" msgstr "start_position 설정" #: editor/plugins/navigation_link_2d_editor_plugin.cpp msgid "Set end_position" msgstr "end_position 설정" #: editor/plugins/navigation_obstacle_3d_editor_plugin.cpp msgid "Set NavigationObstacle3D Vertices" msgstr "NavigationObstacle3D 꼭지점 설정" #: editor/plugins/navigation_obstacle_3d_editor_plugin.cpp msgid "Edit Vertices" msgstr "꼭지점 편집" #: editor/plugins/navigation_obstacle_3d_editor_plugin.cpp #: editor/plugins/polygon_3d_editor_plugin.cpp msgid "Edit Poly" msgstr "폴리곤 편집" #: editor/plugins/navigation_obstacle_3d_editor_plugin.cpp #: editor/plugins/polygon_3d_editor_plugin.cpp msgid "Edit Poly (Remove Point)" msgstr "폴리곤 편집 (점 제거)" #: editor/plugins/navigation_polygon_editor_plugin.cpp msgid "Create Navigation Polygon" msgstr "내비게이션 폴리곤 만들기" #: editor/plugins/navigation_polygon_editor_plugin.cpp msgid "Bake NavigationPolygon" msgstr "NavigationPolygon 굽기" #: editor/plugins/navigation_polygon_editor_plugin.cpp msgid "" "Bakes the NavigationPolygon by first parsing the scene for source geometry " "and then creating the navigation polygon vertices and polygons." msgstr "" "씬의 지형을 분석한 뒤, 내비게이션 폴리곤 버텍스 및 폴리곤을 만들어서 " "NavigationPolygon을 굽습니다." #: editor/plugins/navigation_polygon_editor_plugin.cpp msgid "Clear NavigationPolygon" msgstr "NavigationPolygon 모두 제거" #: editor/plugins/navigation_polygon_editor_plugin.cpp msgid "Clears the internal NavigationPolygon outlines, vertices and polygons." msgstr "내부 NavigationPolygon의 아웃라인, 버텍스, 폴리곤을 모두 비웁니다." #: editor/plugins/navigation_polygon_editor_plugin.cpp msgid "" "A NavigationPolygon resource must be set or created for this node to work." msgstr "" "이 노드가 작동하려면 NavigationPolygon 리소스를 설정하거나 만들어야 합니다." #: editor/plugins/node_3d_editor_gizmos.cpp msgid "Unnamed Gizmo" msgstr "이름 없는 기즈모" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Transform Aborted." msgstr "변형이 중단되었습니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Orthogonal" msgstr "직교" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Perspective" msgstr "원근" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Top Orthogonal" msgstr "상단 직교" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Top Perspective" msgstr "상단 원근" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Bottom Orthogonal" msgstr "하단 직교" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Bottom Perspective" msgstr "하단 원근" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Left Orthogonal" msgstr "좌측 직교" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Left Perspective" msgstr "좌측 원근" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Right Orthogonal" msgstr "우측 직교" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Right Perspective" msgstr "우측 원근" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Front Orthogonal" msgstr "정면 직교" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Front Perspective" msgstr "정면 원근" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Rear Orthogonal" msgstr "후면 직교" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Rear Perspective" msgstr "후면 원근" #. TRANSLATORS: This will be appended to the view name when Auto Orthogonal is enabled. #: editor/plugins/node_3d_editor_plugin.cpp msgid " [auto]" msgstr " [자동]" #: editor/plugins/node_3d_editor_plugin.cpp msgid "X-Axis Transform." msgstr "X축 변형입니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Y-Axis Transform." msgstr "Y축 변형입니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Z-Axis Transform." msgstr "Z축 변형입니다." #. TRANSLATORS: This refers to the transform of the view plane. #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Plane Transform." msgstr "뷰 평면 변형입니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Keying is disabled (no key inserted)." msgstr "키잉이 비활성화되어 있습니다 (키가 삽입되지 않습니다)." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Animation Key Inserted." msgstr "애니메이션 키를 삽입했습니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "X: %s\n" msgstr "X: %s\n" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Y: %s\n" msgstr "Y: %s\n" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Z: %s\n" msgstr "Z: %s\n" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Size: %s (%.1fMP)\n" msgstr "크기: %s (%.1fMP)\n" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Objects: %d\n" msgstr "오브젝트: %d\n" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Primitives: %d\n" msgstr "프리미티브: %d\n" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Draw Calls: %d" msgstr "드로우 콜: %d" #: editor/plugins/node_3d_editor_plugin.cpp msgid "CPU Time: %s ms" msgstr "CPU 시간: %s ms" #: editor/plugins/node_3d_editor_plugin.cpp msgid "GPU Time: %s ms" msgstr "GPU 시간: %s ms" #: editor/plugins/node_3d_editor_plugin.cpp msgid "FPS: %d" msgstr "FPS: %d" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Instantiating:" msgstr "인스턴스화하는 중:" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Top View." msgstr "상단면 보기." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Bottom View." msgstr "하단면 보기." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Left View." msgstr "왼쪽면 보기." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Right View." msgstr "오른쪽면 보기." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Front View." msgstr "정면 보기." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Rear View." msgstr "뒷면 보기." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Align Transform with View" msgstr "변형을 뷰에 정렬" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Align Rotation with View" msgstr "회전을 뷰에 정렬" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Set Surface %d Override Material" msgstr "표면 %d 오버라이드 머티리얼 설정" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Set Material Override" msgstr "머티리얼 오버라이드 설정" #: editor/plugins/node_3d_editor_plugin.cpp #, fuzzy msgid "Can't instantiate: %s." msgstr "상수를 '%s'로 변환할 수 없습니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Circular dependency found at %s" msgstr "" #: editor/plugins/node_3d_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp #: editor/project_manager/project_dialog.cpp editor/scene_tree_dock.cpp #: scene/resources/visual_shader.cpp msgid "None" msgstr "없음" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Rotate" msgstr "회전" #. TRANSLATORS: This refers to the movement that changes the position of an object. #: editor/plugins/node_3d_editor_plugin.cpp msgid "Translate" msgstr "옮기기" #. TRANSLATORS: Refers to changing the position of a node in the 3D editor. #: editor/plugins/node_3d_editor_plugin.cpp msgid "Translating:" msgstr "이동 중:" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Rotating %s degrees." msgstr "%s도로 회전." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Translating %s." msgstr "%s 이동 중." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Rotating %f degrees." msgstr "%f 도 회전 중." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Scaling %s." msgstr "%s 스케일 중." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Auto Orthogonal Enabled" msgstr "자동 직교 활성화" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock View Rotation" msgstr "뷰 회전 잠금" #. TRANSLATORS: "Normal" as in "normal life", not "normal vector". #: editor/plugins/node_3d_editor_plugin.cpp msgid "Display Normal" msgstr "일반 표시" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Display Wireframe" msgstr "와이어프레임 표시" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Display Overdraw" msgstr "오버드로 표시" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Display Lighting" msgstr "명암 표시" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Display Unshaded" msgstr "셰이더 없이 표시" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Directional Shadow Splits" msgstr "디렉셔널 섀도 스플릿" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Normal Buffer" msgstr "노멀 버퍼" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Shadow Atlas" msgstr "그림자 아틀라스" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Directional Shadow Map" msgstr "디렉셔널 섀도 맵" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Decal Atlas" msgstr "데칼 아틀라스" #: editor/plugins/node_3d_editor_plugin.cpp msgid "VoxelGI Lighting" msgstr "VoxelGI 명암" #: editor/plugins/node_3d_editor_plugin.cpp msgid "VoxelGI Albedo" msgstr "VoxelGI 알베도" #: editor/plugins/node_3d_editor_plugin.cpp msgid "VoxelGI Emission" msgstr "VoxelGI 에미션" #: editor/plugins/node_3d_editor_plugin.cpp msgid "SDFGI Cascades" msgstr "SDFGI 캐스케이드" #: editor/plugins/node_3d_editor_plugin.cpp msgid "SDFGI Probes" msgstr "SDFGI 프로브" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Scene Luminance" msgstr "씬 광도" #: editor/plugins/node_3d_editor_plugin.cpp msgid "SSAO" msgstr "SSAO" #: editor/plugins/node_3d_editor_plugin.cpp msgid "SSIL" msgstr "SSIL" #: editor/plugins/node_3d_editor_plugin.cpp msgid "VoxelGI/SDFGI Buffer" msgstr "VoxelGI/SDFGI 버퍼" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Disable Mesh LOD" msgstr "메시 LOD 비활성화" #: editor/plugins/node_3d_editor_plugin.cpp msgid "OmniLight3D Cluster" msgstr "OmniLight3D 클러스터" #: editor/plugins/node_3d_editor_plugin.cpp msgid "SpotLight3D Cluster" msgstr "SpotLight3D 클러스터" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Decal Cluster" msgstr "데칼 클러스터" #: editor/plugins/node_3d_editor_plugin.cpp msgid "ReflectionProbe Cluster" msgstr "ReflectionProbe 클러스터" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Occlusion Culling Buffer" msgstr "오클루전 컬링 버퍼" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Motion Vectors" msgstr "모션 벡터" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Internal Buffer" msgstr "내부 버퍼" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Display Advanced..." msgstr "자세히 표시..." #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Environment" msgstr "환경 보기" #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Gizmos" msgstr "기즈모 보기" #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Grid" msgstr "격자 보기" #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "정보 보기" #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Frame Time" msgstr "프레임 시간 보기" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Half Resolution" msgstr "절반 해상도" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Audio Listener" msgstr "오디오 리스너" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Enable Doppler" msgstr "도플러 효과 활성화" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Cinematic Preview" msgstr "시네마틱 미리보기" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Not available when using the OpenGL renderer." msgstr "OpenGL 렌더러에서는 사용할 수 없습니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Freelook Left" msgstr "자유 시점 왼쪽으로" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Freelook Right" msgstr "자유 시점 오른쪽으로" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Freelook Forward" msgstr "자유 시점 앞으로" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Freelook Backwards" msgstr "자유 시점 뒤로" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Freelook Up" msgstr "자유 시점 위로" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Freelook Down" msgstr "자유 시점 아래로" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Freelook Speed Modifier" msgstr "자유 시점 가속 수정자" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Freelook Slow Modifier" msgstr "자유 시점 감속 수정자" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock Transformation to X axis" msgstr "변형을 X축으로 잠금" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock Transformation to Y axis" msgstr "변형을 Y축으로 잠금" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock Transformation to Z axis" msgstr "변형을 Z축으로 잠금" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock Transformation to YZ plane" msgstr "변형을 YZ 평면으로 잠금" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock Transformation to XZ plane" msgstr "변형을 XZ 평면으로 잠금" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock Transformation to XY plane" msgstr "변형을 XY 평면으로 잠금" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Begin Translate Transformation" msgstr "이동 변형 시작" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Begin Rotate Transformation" msgstr "회전 변형 시작" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Begin Scale Transformation" msgstr "크기 변형 시작" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Toggle Camera Preview" msgstr "카메라 미리보기 토글" #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Rotation Locked" msgstr "뷰 회전 잠김" #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "To zoom further, change the camera's clipping planes (View -> Settings...)" msgstr "더욱 확대하려면, 카메라의 클리핑 평면을 바꾸세요 (보기 -> 설정...)" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Overriding material..." msgstr "머티리얼 오버라이드..." #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "Drag and drop to override the material of any geometry node.\n" "Hold %s when dropping to override a specific surface." msgstr "" "드래그 & 드롭으로 아무 지오메트리 노드의 머티리얼을 오버라이드합니다.\n" "%s을 누르며 드롭하여 특정한 면을 오버라이드합니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "XForm Dialog" msgstr "XForm 대화 상자" #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "Click to toggle between visibility states.\n" "\n" "Open eye: Gizmo is visible.\n" "Closed eye: Gizmo is hidden.\n" "Half-open eye: Gizmo is also visible through opaque surfaces (\"x-ray\")." msgstr "" "표시 상태를 토글하려면 클릭하세요.\n" "\n" "열린 눈: 기즈모가 보입니다.\n" "닫힌 눈: 기즈모가 숨겨집니다.\n" "반 열린 눈: 불투명한 표면에도 기즈모가 보입니다 (\"엑스레이\")." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Snap Nodes to Floor" msgstr "노드를 바닥에 스냅" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Couldn't find a solid floor to snap the selection to." msgstr "선택 항목을 스냅할 바닥을 찾을 수 없습니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Add Preview Sun to Scene" msgstr "미리보기 태양을 씬에 추가" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Add Preview Environment to Scene" msgstr "미리보기 환경을 씬에 추가" #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "Scene contains\n" "DirectionalLight3D.\n" "Preview disabled." msgstr "" "씬에 DirectionalLight3D가\n" "존재합니다.\n" "미리보기가 비활성화됩니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Preview disabled." msgstr "미리보기가 비활성화되었습니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "Scene contains\n" "WorldEnvironment.\n" "Preview disabled." msgstr "" "씬에 WorldEnvironment가\n" "존재합니다.\n" "미리보기가 비활성화됩니다." #: editor/plugins/node_3d_editor_plugin.cpp #, fuzzy msgid "Drag: Use snap." msgstr "스냅 사용" #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "Groups the selected node with its children. This selects the parent when any " "child node is clicked in 2D and 3D view." msgstr "" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Use Local Space" msgstr "로컬 공간 사용" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Use Snap" msgstr "스냅 사용" #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "Toggle preview sunlight.\n" "If a DirectionalLight3D node is added to the scene, preview sunlight is " "disabled." msgstr "" "태양 미리보기를 토글합니다.\n" "씬에 DirectionalLight3D 노드가 있다면, 태양 미리보기를 사용할 수 없습니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "Toggle preview environment.\n" "If a WorldEnvironment node is added to the scene, preview environment is " "disabled." msgstr "" "환경 미리보기를 토글합니다.\n" "씬에 WorldEnvironment 노드가 있다면, 환경 미리보기를 사용할 수 없습니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Edit Sun and Environment settings." msgstr "태양과 환경을 설정합니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Bottom View" msgstr "하단 뷰" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Top View" msgstr "상단 뷰" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Rear View" msgstr "후면 뷰" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Front View" msgstr "정면 뷰" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Left View" msgstr "좌측 뷰" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Right View" msgstr "우측 뷰" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Orbit View Down" msgstr "선회 뷰 아래로" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Orbit View Left" msgstr "선회 뷰 왼쪽으로" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Orbit View Right" msgstr "선회 뷰 오른쪽으로" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Orbit View Up" msgstr "선회 뷰 위로" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Orbit View 180" msgstr "선회 뷰 180으로" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Switch Perspective/Orthogonal View" msgstr "원근/직교 뷰 전환" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Insert Animation Key" msgstr "애니메이션 키 삽입" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Focus Origin" msgstr "원점 포커스" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Focus Selection" msgstr "선택 항목 포커스" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Toggle Freelook" msgstr "자유 시점 토글" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Decrease Field of View" msgstr "시야 감소" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Increase Field of View" msgstr "시야 확대" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Reset Field of View to Default" msgstr "시야를 기본값으로 재설정" #: editor/plugins/node_3d_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform" msgstr "변형" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Snap Object to Floor" msgstr "오브젝트를 바닥에 스냅" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Transform Dialog..." msgstr "변형 대화 상자..." #: editor/plugins/node_3d_editor_plugin.cpp msgid "1 Viewport" msgstr "뷰포트 1개" #: editor/plugins/node_3d_editor_plugin.cpp msgid "2 Viewports" msgstr "뷰포트 2개" #: editor/plugins/node_3d_editor_plugin.cpp msgid "2 Viewports (Alt)" msgstr "뷰포트 2개 (다른 방식)" #: editor/plugins/node_3d_editor_plugin.cpp msgid "3 Viewports" msgstr "뷰포트 3개" #: editor/plugins/node_3d_editor_plugin.cpp msgid "3 Viewports (Alt)" msgstr "뷰포트 3개 (다른 방식)" #: editor/plugins/node_3d_editor_plugin.cpp msgid "4 Viewports" msgstr "뷰포트 4개" #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Origin" msgstr "원점 보기" #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." msgstr "설정..." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Snap Settings" msgstr "스냅 설정" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Translate Snap:" msgstr "이동 스냅:" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Rotate Snap (deg.):" msgstr "회전 스냅 (도):" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Scale Snap (%):" msgstr "스케일 스냅 (%):" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Viewport Settings" msgstr "뷰포트 설정" #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "FOV is defined as a vertical value, as the editor camera always uses the " "Keep Height aspect mode." msgstr "" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Perspective VFOV (deg.):" msgstr "원근 VFOV (도):" #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Z-Near:" msgstr "Z-근경 보기:" #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Z-Far:" msgstr "Z-원경 보기:" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Transform Change" msgstr "변형 바꾸기" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Translate:" msgstr "이동:" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Rotate (deg.):" msgstr "회전 (도):" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Scale (ratio):" msgstr "스케일 (비율):" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Transform Type" msgstr "변형 타입" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Pre" msgstr "전" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Post" msgstr "후" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Preview Sun" msgstr "태양 미리보기" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Sun Direction" msgstr "태양 방향" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Angular Altitude" msgstr "고도각" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Azimuth" msgstr "방위각" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Sun Color" msgstr "태양 색상" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Sun Energy" msgstr "햇살 강도" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Shadow Max Distance" msgstr "그림자 최대 길이" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Add Sun to Scene" msgstr "씬에 태양 추가" #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "Adds a DirectionalLight3D node matching the preview sun settings to the " "current scene.\n" "Hold Shift while clicking to also add the preview environment to the current " "scene." msgstr "" "현재 태양 미리보기 설정과 같은 설정의 DirectionalLight3D 노드를 추가합니다.\n" "Shift를 누르며 클릭하면 미리보기 환경 또한 같이 추가합니다." #: editor/plugins/node_3d_editor_plugin.cpp msgid "Preview Environment" msgstr "환경 미리보기" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Sky Color" msgstr "하늘 색상" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Ground Color" msgstr "땅 색상" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Sky Energy" msgstr "하늘빛 강도" #: editor/plugins/node_3d_editor_plugin.cpp msgid "AO" msgstr "AO" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Glow" msgstr "빛번짐" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Tonemap" msgstr "톤맵" #: editor/plugins/node_3d_editor_plugin.cpp msgid "GI" msgstr "GI" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Post Process" msgstr "후처리" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Add Environment to Scene" msgstr "씬에 환경 추가" #: editor/plugins/node_3d_editor_plugin.cpp msgid "" "Adds a WorldEnvironment node matching the preview environment settings to " "the current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" "현재 환경 미리보기 설정과 같은 설정의 WorldEnvironment 노드를 추가합니다.\n" "Shift를 누르며 클릭하면 미리보기 태양 또한 같이 추가합니다." #: editor/plugins/occluder_instance_3d_editor_plugin.cpp msgid "" "Can't determine a save path for the occluder.\n" "Save your scene and try again." msgstr "" "오클루더 저장 경로를 결정할 수 없습니다.\n" "씬을 저장한 뒤 다시 시도하세요." #: editor/plugins/occluder_instance_3d_editor_plugin.cpp msgid "" "No meshes to bake.\n" "Make sure there is at least one MeshInstance3D node in the scene whose " "visual layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" "구울 메시가 없습니다.\n" "씬에 비주얼 레이어가 OccluderInstance3D의 베이크 마스크 속성의 일부인 " "MeshInstance3D 노드가 하나 이상 있는지 확인하세요." #: editor/plugins/occluder_instance_3d_editor_plugin.cpp msgid "Could not save the new occluder at the specified path:" msgstr "새 오클루더를 지정된 경로에 저장할 수 없습니다:" #: editor/plugins/occluder_instance_3d_editor_plugin.cpp msgid "Bake Occluders" msgstr "오클루더 굽기" #: editor/plugins/occluder_instance_3d_editor_plugin.cpp msgid "Select occluder bake file:" msgstr "오클루더를 구울 파일 선택:" #: editor/plugins/parallax_background_editor_plugin.cpp msgid "Convert to Parallax2D" msgstr "Parallax2D로 변환" #: editor/plugins/parallax_background_editor_plugin.cpp msgid "ParallaxBackground" msgstr "ParallaxBackground" #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Toggle between minimum/maximum and base value/spread modes." msgstr "" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove Point from Curve" msgstr "곡선에서 점 제거" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove Out-Control from Curve" msgstr "곡선의 아웃-컨트롤 제거" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove In-Control from Curve" msgstr "곡선의 인-컨트롤 제거" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Split Curve" msgstr "곡선 가르기" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move Point in Curve" msgstr "곡선의 점 이동" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp msgid "Add Point to Curve" msgstr "곡선에 점 추가" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move In-Control in Curve" msgstr "곡선의 인-컨트롤 이동" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move Out-Control in Curve" msgstr "곡선의 아웃-컨트롤 이동" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Close the Curve" msgstr "곡선 닫기" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp msgid "Clear Curve Points" msgstr "곡선 지점 모두 제거" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Select Points" msgstr "점 삭제" #: editor/plugins/path_2d_editor_plugin.cpp #, fuzzy msgid "Shift+Drag: Select Control Points" msgstr "Shift+드래그: 컨트롤 점 선택" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Click: Add Point" msgstr "우클릭: 점 삭제" #: editor/plugins/path_2d_editor_plugin.cpp #, fuzzy msgid "Left Click: Split Segment (in curve)" msgstr "(곡선에서) 세그먼트 가르기" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp msgid "Right Click: Delete Point" msgstr "우클릭: 점 삭제" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Select Control Points (Shift+Drag)" msgstr "컨트롤 점 선택 (Shift+드래그)" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Add Point (in empty space)" msgstr "위치 키 추가" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp msgid "Delete Point" msgstr "점 삭제" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp msgid "Close Curve" msgstr "곡선 닫기" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp msgid "Clear Points" msgstr "지점 지우기" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp msgid "Please Confirm..." msgstr "확인해주세요..." #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp msgid "Remove all curve points?" msgstr "모든 곡선 지점을 제거합니까?" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp msgid "Mirror Handle Angles" msgstr "핸들 각도 거울" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_3d_editor_plugin.cpp msgid "Mirror Handle Lengths" msgstr "핸들 길이 거울" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Curve Point #" msgstr "곡선 점 #" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Handle In #" msgstr "핸들 인 #" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Handle Out #" msgstr "핸들 아웃 #" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Handle Tilt #" msgstr "핸들 틸트 #" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Point Position" msgstr "곡선 점 위치 설정" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "곡선의 아웃 위치 설정" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve In Position" msgstr "곡선의 인 위치 설정" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Point Tilt" msgstr "곡선 점 틸트 설정" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Split Path" msgstr "경로 가르기" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Remove Path Point" msgstr "경로 점 제거" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Reset Out-Control Point" msgstr "아웃-컨트롤 점 초기화" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Reset In-Control Point" msgstr "인-컨트롤 점 초기화" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Reset Point Tilt" msgstr "점 틸트 초기화" #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Shift+Click: Select multiple Points" msgstr "Shift+드래그: 컨트롤 점 선택" #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Select Control Points" msgstr "인-컨트롤 점 초기화" #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Shift+Click: Drag out Control Points" msgstr "Shift+드래그: 컨트롤 점 선택" #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Select Tilt Handles" msgstr "타일 선택" #: editor/plugins/path_3d_editor_plugin.cpp msgid "Split Segment (in curve)" msgstr "(곡선에서) 세그먼트 가르기" #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "관절 이동" #: editor/plugins/plugin_config_dialog.cpp msgid "Plugin name cannot be blank." msgstr "플러그인 이름이 비어 있습니다." #: editor/plugins/plugin_config_dialog.cpp msgid "Subfolder name is not a valid folder name." msgstr "서브폴더 이름이 올바른 폴더명이 아닙니다." #: editor/plugins/plugin_config_dialog.cpp msgid "Subfolder cannot be one which already exists." msgstr "이미 존재하는 서브폴더를 사용할 수 없습니다." #: editor/plugins/plugin_config_dialog.cpp msgid "Script extension must match chosen language extension (.%s)." msgstr "스크립트 확장은 반드시 지정된 언어 확장자와 일치해야 합니다 (.%s)." #: editor/plugins/plugin_config_dialog.cpp msgid "" "C# doesn't support activating the plugin on creation because the project " "must be built first." msgstr "C#에서는 프로젝트를 빌드하기 전에 플러그인을 사용할 수 없습니다." #: editor/plugins/plugin_config_dialog.cpp msgid "Edit a Plugin" msgstr "플러그인 편집" #: editor/plugins/plugin_config_dialog.cpp msgid "Create a Plugin" msgstr "플러그인 만들기" #: editor/plugins/plugin_config_dialog.cpp #, fuzzy msgid "Update" msgstr "업데이트 미리보기" #: editor/plugins/plugin_config_dialog.cpp msgid "Plugin Name:" msgstr "플러그인 이름:" #: editor/plugins/plugin_config_dialog.cpp msgid "Required. This name will be displayed in the list of plugins." msgstr "필수. 플러그인 목록에 표시할 이름입니다." #: editor/plugins/plugin_config_dialog.cpp msgid "Subfolder:" msgstr "하위 폴더:" #: editor/plugins/plugin_config_dialog.cpp msgid "" "Optional. The folder name should generally use `snake_case` naming (avoid " "spaces and special characters).\n" "If left empty, the folder will be named after the plugin name converted to " "`snake_case`." msgstr "" "선택. 폴더 이름에는 보통 스네이크 표기법( `snake_case` ) 을 사용하며 띄어쓰기" "나 특수문자 사용은 피합니다.\n" "공란일 경우, 폴더 이름으로는 스네이크 표기법으로 치환된 플러그인 이름을 사용" "합니다." #: editor/plugins/plugin_config_dialog.cpp msgid "" "Optional. This description should be kept relatively short (up to 5 lines).\n" "It will display when hovering the plugin in the list of plugins." msgstr "" "선택. 설명은 최대 5줄 내로 간결하게 작성하여야 합니다.\n" "이 설명은 플러그인 목록에서 마우스를 가져다댈 때 보여집니다." #: editor/plugins/plugin_config_dialog.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "Author:" msgstr "저자:" #: editor/plugins/plugin_config_dialog.cpp msgid "Optional. The author's username, full name, or organization name." msgstr "선택. 제작자의 닉네임이나 풀 네임 또는 만든 조직의 이름입니다." #: editor/plugins/plugin_config_dialog.cpp msgid "" "Optional. A human-readable version identifier used for informational " "purposes only." msgstr "선택. 사람이 읽을 수 있는 버전 식별자입니다. 설명 용도로만 사용됩니다." #: editor/plugins/plugin_config_dialog.cpp msgid "" "Required. The scripting language to use for the script.\n" "Note that a plugin may use several languages at once by adding more scripts " "to the plugin." msgstr "" "필수. 스크립트에 사용할 스크립팅 언어입니다.\n" "플러그인에 여러 스크립트를 추가하여 여러 언어를 사용할 수도 있습니다." #: editor/plugins/plugin_config_dialog.cpp msgid "Script Name:" msgstr "스크립트 이름:" #: editor/plugins/plugin_config_dialog.cpp msgid "" "Optional. The path to the script (relative to the add-on folder). If left " "empty, will default to \"plugin.gd\"." msgstr "" "선택. 스크립트의 (애드온 폴더로부터 상대적인) 경로입니다. 공란일 경우 기본값" "인 \"plugin.gd\"를 사용합니다." #: editor/plugins/plugin_config_dialog.cpp msgid "Activate now?" msgstr "지금 실행할까요?" #: editor/plugins/plugin_config_dialog.cpp msgid "Plugin name is valid." msgstr "플러그인 이름이 올바릅니다." #: editor/plugins/plugin_config_dialog.cpp msgid "Script extension is valid." msgstr "스크립트 확장이 올바릅니다." #: editor/plugins/plugin_config_dialog.cpp msgid "Subfolder name is valid." msgstr "서브폴더 이름이 올바릅니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Polygon2D의 Skeleton 속성이 Skeleton2D 노드를 향하지 않습니다" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Sync Bones" msgstr "본 동기화" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "No texture in this polygon.\n" "Set a texture to be able to edit UV." msgstr "" "이 폴리곤에 텍스처가 없습니다.\n" "UV를 편집하려면 텍스처를 설정하세요." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create UV Map" msgstr "UV 맵 만들기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "Polygon 2D has internal vertices, so it can no longer be edited in the " "viewport." msgstr "" "Polygon2D에 내부 꼭짓점이 있습니다. 더 이상 뷰포트에서 편집할 수 없습니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Polygon & UV" msgstr "폴리곤 & UV 만들기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Internal Vertex" msgstr "내부 꼭짓점 만들기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Remove Internal Vertex" msgstr "내부 꼭짓점 제거" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Invalid Polygon (need 3 different vertices)" msgstr "잘못된 폴리곤 (3개의 다른 꼭짓점이 필요합니다)" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Add Custom Polygon" msgstr "커스텀 폴리곤 추가" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Remove Custom Polygon" msgstr "커스텀 폴리곤 제거" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Transform UV Map" msgstr "UV 맵 변형" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Transform Polygon" msgstr "폴리곤 변형" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Paint Bone Weights" msgstr "본 가중치 칠하기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Open Polygon 2D UV editor." msgstr "폴리곤 2D UV 에디터를 엽니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygon 2D UV Editor" msgstr "폴리곤 2D UV 에디터" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "UV" msgstr "UV" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Points" msgstr "점" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygons" msgstr "폴리곤" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Bones" msgstr "본" #: editor/plugins/polygon_2d_editor_plugin.cpp #, fuzzy msgid "Move Points" msgstr "관절 이동" #: editor/plugins/polygon_2d_editor_plugin.cpp #, fuzzy msgid ": Rotate" msgstr "회전" #: editor/plugins/polygon_2d_editor_plugin.cpp #, fuzzy msgid "Shift: Move All" msgstr "모두 저장" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift: Scale" msgstr "Shift: 스케일 조절" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Move Polygon" msgstr "폴리곤 이동" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Rotate Polygon" msgstr "폴리곤 회전" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Scale Polygon" msgstr "폴리곤 스케일 조절" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "커스텀 폴리곤을 만듭니다. 커스텀 폴리곤 렌더링을 활성화합니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "Remove a custom polygon. If none remain, custom polygon rendering is " "disabled." msgstr "" "커스텀 폴리곤을 제거합니다. 남아있는 커스텀 폴리곤이 없으면 커스텀 폴리곤 렌" "더링은 비활성화됩니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Paint weights with specified intensity." msgstr "지정한 강도로 가중치를 칠합니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Unpaint weights with specified intensity." msgstr "지정한 강도로 가중치를 지웁니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Radius:" msgstr "반지름:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Copy Polygon to UV" msgstr "폴리곤을 UV로 복사" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Copy UV to Polygon" msgstr "UV를 폴리곤으로 복사" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Clear UV" msgstr "UV 지우기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Settings" msgstr "격자 설정" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Snap" msgstr "스냅" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Enable Snap" msgstr "스냅 켜기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Show Grid" msgstr "격자 보이기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Configure Grid:" msgstr "격자 구성:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Offset X:" msgstr "격자 오프셋 X:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Offset Y:" msgstr "격자 오프셋 Y:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Step X:" msgstr "격자 스텝 X:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Step Y:" msgstr "격자 스텝 Y:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Sync Bones to Polygon" msgstr "본을 폴리곤에 동기화" #: editor/plugins/polygon_3d_editor_plugin.cpp msgid "Create Polygon3D" msgstr "Polygon3D 만들기" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "ERROR: Couldn't load resource!" msgstr "오류: 리소스를 불러올 수 없습니다!" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Add Resource" msgstr "리소스 추가" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Rename Resource" msgstr "리소스 이름 바꾸기" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Resource" msgstr "리소스 삭제" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Resource clipboard is empty!" msgstr "리소스 클립보드가 비었습니다!" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Paste Resource" msgstr "리소스 붙여넣기" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Load Resource" msgstr "리소스 불러오기" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Toggle ResourcePreloader Bottom Panel" msgstr "" #: editor/plugins/root_motion_editor_plugin.cpp msgid "Path to AnimationMixer is invalid" msgstr "AnimationMixer를 향하는 경로가 잘못되었습니다" #: editor/plugins/root_motion_editor_plugin.cpp msgid "" "AnimationMixer has no valid root node path, so unable to retrieve track " "names." msgstr "" "AnimationMixer의 루트 노드 경로가 유효하지 않으므로 트랙 이름을 받아올 수 없" "습니다." #: editor/plugins/script_editor_plugin.cpp msgid "Can't open '%s'. The file could have been moved or deleted." msgstr "'%s'을(를) 열 수 없습니다. 파일이 이동했거나 삭제되었을 수 있습니다." #: editor/plugins/script_editor_plugin.cpp msgid "Close and save changes?" msgstr "변경사항을 저장하고 닫을까요?" #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Error writing TextFile:" msgstr "파일 저장 중 오류: %s" #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Error saving file!" msgstr "파일 저장 중 오류: %s" #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Error while saving theme." msgstr "씬 저장 중 오류." #: editor/plugins/script_editor_plugin.cpp msgid "Error Saving" msgstr "저장 중 오류" #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Error importing theme." msgstr "가져오는 중 오류" #: editor/plugins/script_editor_plugin.cpp msgid "Error Importing" msgstr "가져오는 중 오류" #: editor/plugins/script_editor_plugin.cpp msgid "New Text File..." msgstr "새 텍스트 파일..." #: editor/plugins/script_editor_plugin.cpp msgid "Open File" msgstr "파일 열기" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #, fuzzy msgid "Could not load file at:" msgstr "파일을 읽을 수 없음: \"%s\"." #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Save File As..." msgstr "다른 이름으로 저장..." #: editor/plugins/script_editor_plugin.cpp msgid "Can't obtain the script for reloading." msgstr "재시작할 스크립트를 받아올 수 없습니다." #: editor/plugins/script_editor_plugin.cpp msgid "Reload only takes effect on tool scripts." msgstr "재시작은 툴 스크립트에만 영향을 줍니다." #: editor/plugins/script_editor_plugin.cpp msgid "Cannot run the edited file because it's not a script." msgstr "수정한 파일이 스크립트가 아니라서 열 수 없습니다." #: editor/plugins/script_editor_plugin.cpp msgid "Cannot run the script because it contains errors, check the output log." msgstr "스크립트에 오류가 있어 실행할 수 없습니다, 결과 로그를 확인하세요." #: editor/plugins/script_editor_plugin.cpp msgid "Cannot run the script because it doesn't extend EditorScript." msgstr "스크립트가 EditorScript를 상속하고 있지 않아 실행할 수 없습니다." #: editor/plugins/script_editor_plugin.cpp msgid "" "Cannot run the script because it's not a tool script (add the @tool " "annotation at the top)." msgstr "" "스크립트가 툴 스크립트가 아니라서 실행할 수 없습니다 (상단에 @tool 어노테이션" "을 넣으세요)." #: editor/plugins/script_editor_plugin.cpp msgid "Cannot run the script because it's not a tool script." msgstr "스크립트가 툴 스크립트가 아니라서 실행할 수 없습니다." #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme" msgstr "테마 가져오기" #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Error while saving theme" msgstr "씬 저장 중 오류." #: editor/plugins/script_editor_plugin.cpp msgid "Error saving" msgstr "저장 중 오류" #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme As..." msgstr "테마를 다른 이름으로 저장..." #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Open '%s' in Godot online documentation." msgstr "Godot 온라인 문서를 엽니다." #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Open in Online Docs" msgstr "온라인 문서" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/text_shader_editor.cpp msgid "Online Docs" msgstr "온라인 문서" #: editor/plugins/script_editor_plugin.cpp msgid "Open Godot online documentation." msgstr "Godot 온라인 문서를 엽니다." #: editor/plugins/script_editor_plugin.cpp msgid "Unsaved file." msgstr "저장되지 않은 파일입니다." #: editor/plugins/script_editor_plugin.cpp msgid "%s Class Reference" msgstr "%s 클래스 참조" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find Next" msgstr "다음 찾기" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find Previous" msgstr "이전 찾기" #: editor/plugins/script_editor_plugin.cpp msgid "Filter Scripts" msgstr "스크립트 필터" #: editor/plugins/script_editor_plugin.cpp msgid "Toggle alphabetical sorting of the method list." msgstr "메서드 목록의 사전 식 정렬을 토글합니다." #: editor/plugins/script_editor_plugin.cpp msgid "Sort" msgstr "정렬" #: editor/plugins/script_editor_plugin.cpp msgid "Next Script" msgstr "다음 스크립트" #: editor/plugins/script_editor_plugin.cpp msgid "Previous Script" msgstr "이전 스크립트" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "File" msgstr "파일" #: editor/plugins/script_editor_plugin.cpp msgid "Open..." msgstr "열기..." #: editor/plugins/script_editor_plugin.cpp msgid "Save All" msgstr "모두 저장" #: editor/plugins/script_editor_plugin.cpp msgid "Soft Reload Tool Script" msgstr "툴 스크립트 새로고침" #: editor/plugins/script_editor_plugin.cpp msgid "Copy Script Path" msgstr "스크립트 경로 복사" #: editor/plugins/script_editor_plugin.cpp msgid "History Previous" msgstr "이전 기록" #: editor/plugins/script_editor_plugin.cpp msgid "History Next" msgstr "다음 기록" #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "테마 가져오기..." #: editor/plugins/script_editor_plugin.cpp msgid "Reload Theme" msgstr "테마 새로고침" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Theme" msgstr "테마" #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "테마 저장" #: editor/plugins/script_editor_plugin.cpp msgid "Close All" msgstr "모두 닫기" #: editor/plugins/script_editor_plugin.cpp msgid "Close Docs" msgstr "문서 닫기" #: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp platform/web/export/export_plugin.cpp msgid "Run" msgstr "실행" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp #: editor/plugins/text_shader_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Search" msgstr "검색" #: editor/plugins/script_editor_plugin.cpp msgid "Search the reference documentation." msgstr "참조 문서를 검색합니다." #: editor/plugins/script_editor_plugin.cpp msgid "Go to previous edited document." msgstr "이전에 편집한 문서로 이동합니다." #: editor/plugins/script_editor_plugin.cpp msgid "Go to next edited document." msgstr "다음에 편집한 문서로 이동합니다." #: editor/plugins/script_editor_plugin.cpp msgid "Make the script editor floating." msgstr "스크립트 에디터를 창으로 띄웁니다." #: editor/plugins/script_editor_plugin.cpp msgid "Discard" msgstr "버리기" #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "The following files are newer on disk." msgstr "" "다음 파일은 디스크에 있는 게 더 최신입니다.\n" "어떻게 할까요?" #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "What action should be taken?:" msgstr "어떤 작업을 하시겠습니까?" #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Search Results" msgstr "도움말 검색" #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Toggle Search Results Bottom Panel" msgstr "스크립트 패널 토글" #: editor/plugins/script_editor_plugin.cpp msgid "There are unsaved changes in the following built-in script(s):" msgstr "다음 내장 스크립트에서 저장되지 않은 변경 사항이 있습니다(s):" #: editor/plugins/script_editor_plugin.cpp msgid "Save changes to the following script(s) before quitting?" msgstr "종료하기 전에 해당 스크립트의 변경사항을 저장하시겠습니까?" #: editor/plugins/script_editor_plugin.cpp msgid "Reopen Closed Script" msgstr "닫은 스크립트 다시 열기" #: editor/plugins/script_editor_plugin.cpp msgid "Clear Recent Scripts" msgstr "최근 스크립트 지우기" #: editor/plugins/script_editor_plugin.cpp msgid "Uppercase" msgstr "대문자로" #: editor/plugins/script_editor_plugin.cpp msgid "Lowercase" msgstr "소문자로" #: editor/plugins/script_editor_plugin.cpp msgid "Capitalize" msgstr "대문자로 시작" #: editor/plugins/script_editor_plugin.h msgid "Standard" msgstr "표준" #: editor/plugins/script_editor_plugin.h msgid "Plain Text" msgstr "일반 텍스트" #: editor/plugins/script_editor_plugin.h msgid "JSON" msgstr "JSON" #: editor/plugins/script_text_editor.cpp msgid "Connections to method:" msgstr "메서드에 연결:" #: editor/plugins/script_text_editor.cpp #: scene/resources/visual_shader_nodes.cpp msgid "Source" msgstr "소스" #: editor/plugins/script_text_editor.cpp msgid "Target" msgstr "대상" #. TRANSLATORS: Script error pointing to a line and column number. #: editor/plugins/script_text_editor.cpp msgid "Error at (%d, %d):" msgstr "(%d, %d)에 오류 있음:" #: editor/plugins/script_text_editor.cpp msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "" "연결 메서드 '%s'이(가) 없어서 시그널 '%s'을 통한 노드 '%s'에서 노드 '%s'로의 " "연결이 불가합니다." #: editor/plugins/script_text_editor.cpp msgid "[Ignore]" msgstr "[무시]" #: editor/plugins/script_text_editor.cpp editor/plugins/text_shader_editor.cpp #, fuzzy msgid "Line %d (%s):" msgstr "행 %d" #: editor/plugins/script_text_editor.cpp #, fuzzy msgid "Line %d:" msgstr "행 %d" #: editor/plugins/script_text_editor.cpp msgid "Go to Function" msgstr "함수로 이동" #: editor/plugins/script_text_editor.cpp msgid "" "The resource does not have a valid path because it has not been saved.\n" "Please save the scene or resource that contains this resource and try again." msgstr "" "리소스가 저장되지 않았기 때문에 유효한 경로가 없습니다.\n" "이 리소스가 포함된 씬이나 리소스를 저장한 후 다시 시도하세요." #: editor/plugins/script_text_editor.cpp msgid "Preloading internal resources is not supported." msgstr "내부 리소스를 프리로드하는 것은 지원되지 않습니다." #: editor/plugins/script_text_editor.cpp msgid "Can't drop nodes without an open scene." msgstr "루트 노드를 같은 씬 안으로 붙여넣을 수 없습니다." #: editor/plugins/script_text_editor.cpp msgid "Can't drop nodes because script '%s' does not inherit Node." msgstr "스크립트 '%s'이(가) Node를 상속하지 않아서 노드를 드롭할 수 없습니다." #: editor/plugins/script_text_editor.cpp msgid "Lookup Symbol" msgstr "룩업 기호" #: editor/plugins/script_text_editor.cpp msgid "Pick Color" msgstr "색상 선택" #: editor/plugins/script_text_editor.cpp msgid "Line" msgstr "행" #: editor/plugins/script_text_editor.cpp msgid "Folding" msgstr "접기" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Convert Case" msgstr "대소문자 변환" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Syntax Highlighter" msgstr "구문 강조" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp #: editor/plugins/text_shader_editor.cpp msgid "Bookmarks" msgstr "북마크" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp #: editor/plugins/text_shader_editor.cpp msgid "Go To" msgstr "이동" #: editor/plugins/script_text_editor.cpp msgid "Delete Line" msgstr "행 삭제" #: editor/plugins/script_text_editor.cpp msgid "Unindent" msgstr "들여쓰기 해제" #: editor/plugins/script_text_editor.cpp msgid "Toggle Comment" msgstr "주석 토글" #: editor/plugins/script_text_editor.cpp msgid "Fold/Unfold Line" msgstr "행 접기/펼치기" #: editor/plugins/script_text_editor.cpp msgid "Fold All Lines" msgstr "모든 행 접기" #: editor/plugins/script_text_editor.cpp msgid "Create Code Region" msgstr "코드 영역 생성" #: editor/plugins/script_text_editor.cpp msgid "Unfold All Lines" msgstr "모든 행 펼치기" #: editor/plugins/script_text_editor.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Duplicate Selection" msgstr "선택 항목 복제" #: editor/plugins/script_text_editor.cpp msgid "Duplicate Lines" msgstr "행 복제" #: editor/plugins/script_text_editor.cpp msgid "Evaluate Selection" msgstr "선택 항목 평가" #: editor/plugins/script_text_editor.cpp msgid "Toggle Word Wrap" msgstr "자동 줄 바꿈 토글" #: editor/plugins/script_text_editor.cpp msgid "Trim Trailing Whitespace" msgstr "후행 공백 문자 제거" #: editor/plugins/script_text_editor.cpp msgid "Trim Final Newlines" msgstr "" #: editor/plugins/script_text_editor.cpp msgid "Convert Indent to Spaces" msgstr "공백으로 들여쓰도록 변환" #: editor/plugins/script_text_editor.cpp msgid "Convert Indent to Tabs" msgstr "탭으로 들여쓰도록 변환" #: editor/plugins/script_text_editor.cpp msgid "Auto Indent" msgstr "자동 들여쓰기" #: editor/plugins/script_text_editor.cpp msgid "Find in Files..." msgstr "파일에서 찾기..." #: editor/plugins/script_text_editor.cpp msgid "Replace in Files..." msgstr "파일에서 바꾸기..." #: editor/plugins/script_text_editor.cpp msgid "Contextual Help" msgstr "상황에 맞는 도움말" #: editor/plugins/script_text_editor.cpp msgid "Toggle Bookmark" msgstr "북마크 토글" #: editor/plugins/script_text_editor.cpp msgid "Go to Next Bookmark" msgstr "다음 북마크로 이동" #: editor/plugins/script_text_editor.cpp msgid "Go to Previous Bookmark" msgstr "이전 북마크로 이동" #: editor/plugins/script_text_editor.cpp msgid "Remove All Bookmarks" msgstr "모든 북마크 제거" #: editor/plugins/script_text_editor.cpp msgid "Go to Function..." msgstr "함수로 이동..." #: editor/plugins/script_text_editor.cpp msgid "Go to Line..." msgstr "행으로 이동..." #: editor/plugins/script_text_editor.cpp msgid "Toggle Breakpoint" msgstr "중단점 토글" #: editor/plugins/script_text_editor.cpp msgid "Remove All Breakpoints" msgstr "모든 중단점 제거" #: editor/plugins/script_text_editor.cpp msgid "Go to Next Breakpoint" msgstr "다음 중단점으로 이동" #: editor/plugins/script_text_editor.cpp msgid "Go to Previous Breakpoint" msgstr "이전 중단점으로 이동" #: editor/plugins/shader_editor_plugin.cpp msgid "Save changes to the following shaders(s) before quitting?" msgstr "종료하기 전에 해당 셰이더의 변경사항을 저장하시겠습니까?" #: editor/plugins/shader_editor_plugin.cpp #, fuzzy msgid "There are unsaved changes in the following built-in shaders(s):" msgstr "다음 내장 스크립트에서 저장되지 않은 변경 사항이 있습니다(s):" #: editor/plugins/shader_editor_plugin.cpp msgid "Shader Editor" msgstr "셰이더 에디터" #: editor/plugins/shader_editor_plugin.cpp msgid "New Shader Include..." msgstr "새 셰이더 인클루드..." #: editor/plugins/shader_editor_plugin.cpp msgid "Load Shader File..." msgstr "셰이더 파일 불러오기..." #: editor/plugins/shader_editor_plugin.cpp msgid "Load Shader Include File..." msgstr "셰이더 인클루드 파일 불러오기..." #: editor/plugins/shader_editor_plugin.cpp msgid "Save File" msgstr "파일 저장" #: editor/plugins/shader_editor_plugin.cpp msgid "Open File in Inspector" msgstr "파일을 인스펙터에서 열기" #: editor/plugins/shader_editor_plugin.cpp msgid "Close File" msgstr "파일 닫기" #: editor/plugins/shader_editor_plugin.cpp msgid "Make the shader editor floating." msgstr "셰이더 에디터를 창으로 띄웁니다." #: editor/plugins/shader_editor_plugin.cpp #, fuzzy msgid "Toggle Shader Editor Bottom Panel" msgstr "스크립트 패널 토글" #: editor/plugins/shader_file_editor_plugin.cpp msgid "No valid shader stages found." msgstr "올바른 셰이더 스테이지가 없습니다." #: editor/plugins/shader_file_editor_plugin.cpp msgid "Shader stage compiled without errors." msgstr "셰이더 스테이지를 문제없이 컴파일하였습니다." #: editor/plugins/shader_file_editor_plugin.cpp msgid "" "File structure for '%s' contains unrecoverable errors:\n" "\n" msgstr "" "'%s'의 파일 구조에 복구 불가능한 오류가 존재합니다:\n" "\n" #: editor/plugins/shader_file_editor_plugin.cpp #, fuzzy msgid "ShaderFile" msgstr "파일 저장" #: editor/plugins/shader_file_editor_plugin.cpp #, fuzzy msgid "Toggle ShaderFile Bottom Panel" msgstr "스크립트 패널 토글" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "이 스켈레톤에는 본이 없습니다. 자식 Bone2D 노드를 만드세요." #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Set Rest Pose to Bones" msgstr "본에 대기 자세 설정" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Create Rest Pose from Bones" msgstr "본으로부터 대기 자세 만들기" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Skeleton2D" msgstr "Skeleton2D" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Reset to Rest Pose" msgstr "대기 자세로 재설정" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Overwrite Rest Pose" msgstr "대기 자세 덮어 쓰기" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Set Bone Transform" msgstr "본 변형 설정" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Set Bone Rest" msgstr "본 대기 자세 설정" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Cannot create a physical skeleton for a Skeleton3D node with no bones." msgstr "본이 없는 Skeleton3D 노드에 물리적 스켈레톤을 만들 수 없습니다." #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Create physical bones" msgstr "물리적 본 만들기" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Cannot export a SkeletonProfile for a Skeleton3D node with no bones." msgstr "본이 없는 Skeleton3D 노드의 SkeletonProfile을 내보낼 수 없습니다." #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Export Skeleton Profile As..." msgstr "스켈레톤 프로필을 다른 이름으로 내보내기..." #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Set Bone Parentage" msgstr "본 부모 설정" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Skeleton3D" msgstr "Skeleton3D" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Reset All Bone Poses" msgstr "모든 본 포즈 재설정" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Reset Selected Poses" msgstr "선택된 포즈 재설정" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Apply All Poses to Rests" msgstr "모든 포즈를 대기 자세에 적용" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Apply Selected Poses to Rests" msgstr "선택된 포즈를 대기 자세에 적용" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Create Physical Skeleton" msgstr "물리적 스켈레톤 생성" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Export Skeleton Profile" msgstr "스켈레톤 프로필 내보내기" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "" "Edit Mode\n" "Show buttons on joints." msgstr "" "편집 모드\n" "관절 위에 버튼을 보입니다." #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Insert key of bone poses already exist track." msgstr "이미 존재하는 트랙의 본 포즈에 키를 삽입합니다." #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Insert key of all bone poses." msgstr "모든 본 포즈의 키를 삽입합니다." #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Insert Key (All Bones)" msgstr "키 삽입 (모든 본에)" #: editor/plugins/skeleton_3d_editor_plugin.cpp msgid "Bone Transform" msgstr "본 변형" #: editor/plugins/skeleton_ik_3d_editor_plugin.cpp msgid "Play IK" msgstr "IK 실행" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Create MeshInstance2D" msgstr "MeshInstance2D 생성" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "MeshInstance2D Preview" msgstr "MeshInstance2D 미리보기" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Create Polygon2D" msgstr "Polygon2D 만들기" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Polygon2D Preview" msgstr "Polygon2D 미리보기" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Create CollisionPolygon2D" msgstr "CollisionPolygon2D 만들기" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "CollisionPolygon2D Preview" msgstr "CollisionPolygon2D 미리보기" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Create LightOccluder2D" msgstr "LightOccluder2D 만들기" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "LightOccluder2D Preview" msgstr "LightOccluder2D 미리보기" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Can't convert a sprite from a foreign scene." msgstr "다른 씬으로부터 스프라이트를 변환할 수 없습니다." #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Can't convert an empty sprite to mesh." msgstr "빈 스프라이트를 메시로 변환할 수 없습니다." #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Invalid geometry, can't replace by mesh." msgstr "잘못된 지오메트리. 메시로 대체할 수 없습니다." #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Convert to MeshInstance2D" msgstr "메쉬인스턴스2D로 변환" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Invalid geometry, can't create polygon." msgstr "잘못된 지오메트리. 폴리곤을 만들 수 없습니다." #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Convert to Polygon2D" msgstr "Polygon2D로 변환" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Invalid geometry, can't create collision polygon." msgstr "잘못된 지오메트리. 콜리전 폴리곤을 만들 수 없습니다." #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Create CollisionPolygon2D Sibling" msgstr "CollisionPolygon2D 동기 만들기" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Invalid geometry, can't create light occluder." msgstr "잘못된 지오메트리. 조명 어클루더를 만들 수 없습니다." #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Create LightOccluder2D Sibling" msgstr "LightOccluder2D 동기 만들기" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Sprite2D" msgstr "Sprite2D" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Simplification:" msgstr "단순화:" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Shrink (Pixels):" msgstr "축소(픽셀):" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Grow (Pixels):" msgstr "확대(픽셀):" #: editor/plugins/sprite_2d_editor_plugin.cpp msgid "Update Preview" msgstr "업데이트 미리보기" #: editor/plugins/sprite_2d_editor_plugin.cpp #: editor/plugins/tiles/atlas_merging_dialog.cpp msgid "Settings:" msgstr "설정:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "No Frames Selected" msgstr "선택한 프레임 없음" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add %d Frame(s)" msgstr "프레임 %d개 추가" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Frame" msgstr "프레임 추가" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Unable to load images" msgstr "이미지를 불러올 수 없음" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "ERROR: Couldn't load frame resource!" msgstr "오류: 프레임 리소스를 불러올 수 없습니다!" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Paste Frame(s)" msgstr "프레임 붙여넣기" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Paste Texture" msgstr "텍스처 붙여넣기" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" msgstr "빈 프레임 추가" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move Frame" msgstr "프레임 이동" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Animation?" msgstr "애니메이션을 삭제할까요?" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Change Animation FPS" msgstr "애니메이션 FPS 바꾸기" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Set Frame Duration" msgstr "프레임 길이 설정" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "(empty)" msgstr "(비었음)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animations:" msgstr "애니메이션:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animation Speed" msgstr "애니메이션 속도" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Filter Animations" msgstr "애니메이션 필터" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Animation" msgstr "애니메이션 삭제" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "This resource does not have any animations." msgstr "이 리소스에는 애니메이션이 없습니다." #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animation Frames:" msgstr "애니메이션 프레임:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Frame Duration:" msgstr "프레임 길이:" #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "줌 재설정" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add frame from file" msgstr "파일에서 프레임 추가" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add frames from sprite sheet" msgstr "스프라이트 시트에서 프레임 추가" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Frame" msgstr "프레임 삭제" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Copy Frame(s)" msgstr "프레임 복사" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (Before Selected)" msgstr "빈 프레임 삽입 (앞에)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (After Selected)" msgstr "빈 프레임 삽입 (뒤에)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move Frame Left" msgstr "프레임을 왼쪽으로 이동" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move Frame Right" msgstr "프레임을 오른쪽으로 이동" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select Frames" msgstr "프레임 선택" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Frame Order" msgstr "프레임 순서" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "As Selected" msgstr "선택한 대로" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "By Row" msgstr "행을 기준으로" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Left to Right, Top to Bottom" msgstr "좌에서 우로, 상에서 하로" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Left to Right, Bottom to Top" msgstr "좌에서 우로, 하에서 상으로" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Right to Left, Top to Bottom" msgstr "우에서 좌로, 상에서 하로" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Right to Left, Bottom to Top" msgstr "우에서 좌로, 하에서 상으로" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "By Column" msgstr "열을 기준으로" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Top to Bottom, Left to Right" msgstr "상에서 하로, 좌에서 우로" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Top to Bottom, Right to Left" msgstr "상에서 하로, 우에서 좌로" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Bottom to Top, Left to Right" msgstr "하에서 상으로, 좌에서 우로" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Bottom to Top, Right to Left" msgstr "하에서 상으로, 우에서 좌로" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select None" msgstr "선택 해제" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Toggle Settings Panel" msgstr "설정 패널 토글" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Horizontal" msgstr "수평" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Vertical" msgstr "수직" #: editor/plugins/sprite_frames_editor_plugin.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "Size" msgstr "크기" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Separation" msgstr "간격" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Offset" msgstr "오프셋" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Create Frames from Sprite Sheet" msgstr "스프라이트 시트에서 프레임 만들기" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy msgid "SpriteFrames" msgstr "스택 프레임" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy msgid "Toggle SpriteFrames Bottom Panel" msgstr "스크립트 패널 토글" #: editor/plugins/text_shader_editor.cpp msgid "Warnings should be fixed to prevent errors." msgstr "오류를 방지하기 위해 경고를 수정하는 것이 좋습니다." #: editor/plugins/text_shader_editor.cpp msgid "" "This shader has been modified on disk.\n" "What action should be taken?" msgstr "" "이 셰이더는 디스크에서 수정했습니다.\n" "어떻게 하시겠습니까?" #: editor/plugins/text_shader_editor.cpp msgid "Reload" msgstr "새로고침" #: editor/plugins/text_shader_editor.cpp msgid "Resave" msgstr "다시 저장" #: editor/plugins/texture_editor_plugin.cpp msgid "%s Mipmaps" msgstr "" #: editor/plugins/texture_editor_plugin.cpp msgid "Memory: %s" msgstr "메모리: %s" #: editor/plugins/texture_editor_plugin.cpp msgid "No Mipmaps" msgstr "" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Set Region Rect" msgstr "사각 영역 설정" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Set Margin" msgstr "여백 설정" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Region Editor" msgstr "구역 에디터" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Snap Mode:" msgstr "스냅 모드:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Pixel Snap" msgstr "픽셀 스냅" #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp msgid "Grid Snap" msgstr "격자 스냅" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Auto Slice" msgstr "자동 자르기" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Step:" msgstr "단계:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Separation:" msgstr "간격:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Edit Region" msgstr "구역 편집" #: editor/plugins/theme_editor_plugin.cpp msgid "Styleboxes" msgstr "스타일박스" #: editor/plugins/theme_editor_plugin.cpp msgid "1 color" msgid_plural "{num} colors" msgstr[0] "{num} 색" #: editor/plugins/theme_editor_plugin.cpp msgid "No colors found." msgstr "색을 찾을 수 없습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "1 constant" msgid_plural "{num} constants" msgstr[0] "{num} 상수" #: editor/plugins/theme_editor_plugin.cpp msgid "No constants found." msgstr "상수를 찾을 수 없습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "1 font" msgid_plural "{num} fonts" msgstr[0] "{num} 폰트" #: editor/plugins/theme_editor_plugin.cpp msgid "No fonts found." msgstr "글꼴을 찾을 수 없습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "1 font size" msgid_plural "{num} font sizes" msgstr[0] "{num} 폰트 크기" #: editor/plugins/theme_editor_plugin.cpp msgid "No font sizes found." msgstr "글꼴 크기를 찾을 수 없습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "1 icon" msgid_plural "{num} icons" msgstr[0] "{num} 아이콘" #: editor/plugins/theme_editor_plugin.cpp msgid "No icons found." msgstr "아이콘을 찾을 수 없습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "1 stylebox" msgid_plural "{num} styleboxes" msgstr[0] "{num} 스타일박스" #: editor/plugins/theme_editor_plugin.cpp msgid "No styleboxes found." msgstr "스타일박스를 찾을 수 없습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "{num} currently selected" msgid_plural "{num} currently selected" msgstr[0] "현재 선택 {num}개" #: editor/plugins/theme_editor_plugin.cpp msgid "Nothing was selected for the import." msgstr "" #: editor/plugins/theme_editor_plugin.cpp msgid "Importing Theme Items" msgstr "테마 항목을 가져오는 중" #: editor/plugins/theme_editor_plugin.cpp msgid "Importing items {n}/{n}" msgstr "항목 {n}/{n}을 가져오는 중" #: editor/plugins/theme_editor_plugin.cpp msgid "Updating the editor" msgstr "에디터를 업데이트 중" #: editor/plugins/theme_editor_plugin.cpp msgid "Finalizing" msgstr "마무리 중" #: editor/plugins/theme_editor_plugin.cpp msgid "Import Theme Items" msgstr "테마 항목 가져오기" #: editor/plugins/theme_editor_plugin.cpp msgid "Filter Items" msgstr "개체 필터" #: editor/plugins/theme_editor_plugin.cpp msgid "With Data" msgstr "데이터와 함께" #: editor/plugins/theme_editor_plugin.cpp msgid "Select by data type:" msgstr "데이터 타입별 선택:" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible color items." msgstr "보이는 모든 색상 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible color items and their data." msgstr "보이는 모든 색상 항목과 그 데이터를 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible color items." msgstr "보이는 모든 색상 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible constant items." msgstr "보이는 모든 상수 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible constant items and their data." msgstr "보이는 모든 상수 항목과 그 데이터를 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible constant items." msgstr "보이는 모든 상수 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible font items." msgstr "보이는 모든 글꼴 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible font items and their data." msgstr "보이는 모든 글꼴 항목과 그 데이터를 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible font items." msgstr "보이는 모든 글꼴 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Font sizes" msgstr "폰트 크기" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible font size items." msgstr "보이는 모든 글꼴 크기 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible font size items and their data." msgstr "보이는 모든 글꼴 크기 항목과 그 데이터를 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible font size items." msgstr "보이는 모든 글꼴 크기 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible icon items." msgstr "보이는 모든 아이콘 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible icon items and their data." msgstr "보이는 모든 아이콘 항목과 그 데이터를 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible icon items." msgstr "보이는 모든 아이콘 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible stylebox items." msgstr "보이는 모든 스타일박스 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible stylebox items and their data." msgstr "보이는 모든 스타일박스 항목과 그 데이터를 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible stylebox items." msgstr "보이는 모든 스타일박스 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "" "Caution: Adding icon data may considerably increase the size of your Theme " "resource." msgstr "" "주의: 아이콘 데이터를 추가하면 테마 리소스의 크기가 상당히 커질 수 있습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Collapse types." msgstr "타입을 접습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Expand types." msgstr "타입을 펼칩니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all Theme items." msgstr "모든 테마 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select With Data" msgstr "데이터로 선택" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all Theme items with item data." msgstr "항목 데이터가 있는 모든 테마 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect All" msgstr "모두 선택 해제" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all Theme items." msgstr "모든 테마 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Import Selected" msgstr "선택된 항목 가져오기" #: editor/plugins/theme_editor_plugin.cpp msgid "" "Import Items tab has some items selected. Selection will be lost upon " "closing this window.\n" "Close anyway?" msgstr "" "항목 가져오기 탭에 일부 항목이 선택되어 있습니다. 이 창을 닫으면 선택을 잃게 " "됩니다.\n" "무시하고 닫으시겠습니까?" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Type" msgstr "유형 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "" "Select a theme type from the list to edit its items.\n" "You can add a custom type or import a type with its items from another theme." msgstr "" "테마의 항목을 편집하려면 목록에서 테마 타입을 선택하세요.\n" "커스텀 타입을 추가하거나 다른 테마의 항목과 함께 타입을 가져올 수 있습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Color Items" msgstr "모든 색상 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Item" msgstr "항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Constant Items" msgstr "모든 상수 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Font Items" msgstr "모든 글꼴 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Font Size Items" msgstr "모든 글꼴 크기 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Icon Items" msgstr "모든 아이콘 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All StyleBox Items" msgstr "모든 스타일박스 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "" "This theme type is empty.\n" "Add more items to it manually or by importing from another theme." msgstr "" "이 테마 타입은 비어 있습니다.\n" "직접 또는 다른 테마에서 가져와서 테마에 더 많은 항목을 추가하세요." #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Theme Item" msgstr "테마 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Theme Type" msgstr "테마 유형 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Create Theme Item" msgstr "테마 항목 생성" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Theme Type" msgstr "테마 유형 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Data Type Items From Theme" msgstr "테마에서 데이터 타입 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Class Items From Theme" msgstr "테마에서 클래스 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Custom Items From Theme" msgstr "테마에서 커스텀 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Items From Theme" msgstr "테마에서 모든 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Color Item" msgstr "색상 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Constant Item" msgstr "상수 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Font Item" msgstr "글꼴 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Font Size Item" msgstr "글꼴 크기 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Icon Item" msgstr "아이콘 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Stylebox Item" msgstr "스타일박스 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Color Item" msgstr "색상 항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Constant Item" msgstr "상수 항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Font Item" msgstr "글꼴 항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Font Size Item" msgstr "글꼴 크기 항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Icon Item" msgstr "아이콘 항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Stylebox Item" msgstr "스타일박스 항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Theme Item" msgstr "테마 항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Invalid file, not a Theme resource." msgstr "잘못된 파일, 테마 리소스가 아닙니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Invalid file, same as the edited Theme resource." msgstr "잘못된 파일, 편집된 테마 리소스와 같습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Manage Theme Items" msgstr "테마 항목 관리" #: editor/plugins/theme_editor_plugin.cpp msgid "Edit Items" msgstr "항목 편집" #: editor/plugins/theme_editor_plugin.cpp msgid "Types:" msgstr "타입:" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Type:" msgstr "타입 추가:" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Item:" msgstr "항목 추가:" #: editor/plugins/theme_editor_plugin.cpp msgid "Add StyleBox Item" msgstr "스타일박스 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Items:" msgstr "항목 제거:" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Class Items" msgstr "클래스 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Custom Items" msgstr "커스텀 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Items" msgstr "모든 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Theme Item" msgstr "테마 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Old Name:" msgstr "이전 이름:" #: editor/plugins/theme_editor_plugin.cpp msgid "Import Items" msgstr "항목 가져오기" #: editor/plugins/theme_editor_plugin.cpp msgid "Default Theme" msgstr "디폴트 테마" #: editor/plugins/theme_editor_plugin.cpp msgid "Editor Theme" msgstr "테마 에디터" #: editor/plugins/theme_editor_plugin.cpp msgid "Select Another Theme Resource:" msgstr "다른 테마 리소스 선택:" #: editor/plugins/theme_editor_plugin.cpp msgid "Theme Resource" msgstr "테마 리소스" #: editor/plugins/theme_editor_plugin.cpp msgid "Another Theme" msgstr "다른 테마" #: editor/plugins/theme_editor_plugin.cpp msgid "Filter the list of types or create a new custom type:" msgstr "유형 목록을 필터링하거나 새 사용자 정의 유형을 만드세요:" #: editor/plugins/theme_editor_plugin.cpp msgid "Available Node-based types:" msgstr "사용 가능한 노드 기반 유형:" #: editor/plugins/theme_editor_plugin.cpp msgid "Type name is empty!" msgstr "유형 이름이 비어 있습니다!" #: editor/plugins/theme_editor_plugin.cpp msgid "Are you sure you want to create an empty type?" msgstr "빈 유형을 만드시겠습니까?" #: editor/plugins/theme_editor_plugin.cpp msgid "Confirm Item Rename" msgstr "항목 이름 바꾸기 확인" #: editor/plugins/theme_editor_plugin.cpp msgid "Cancel Item Rename" msgstr "항목 이름 바꾸기 취소" #: editor/plugins/theme_editor_plugin.cpp msgid "Override Item" msgstr "항목 오버라이드" #: editor/plugins/theme_editor_plugin.cpp msgid "Unpin this StyleBox as a main style." msgstr "이 스타일박스를 주 스타일로 고정을 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "" "Pin this StyleBox as a main style. Editing its properties will update the " "same properties in all other StyleBoxes of this type." msgstr "" "스타일박스를 주 스타일로 고정합니다. 속성을 편집하면 이 타입의 다른 모든 스타" "일박스에서 같은 속성이 업데이트됩니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Add Item Type" msgstr "항목 타입 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Type" msgstr "타입 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Override All Default Theme Items" msgstr "모든 기본 테마 항목 오버라이드" #: editor/plugins/theme_editor_plugin.cpp msgid "Override Theme Item" msgstr "테마 항목 오버라이드" #: editor/plugins/theme_editor_plugin.cpp msgid "Set Color Item in Theme" msgstr "테마의 색상 항목 설정" #: editor/plugins/theme_editor_plugin.cpp msgid "Set Constant Item in Theme" msgstr "테마의 상수 항목 설정" #: editor/plugins/theme_editor_plugin.cpp msgid "Set Font Size Item in Theme" msgstr "테마의 폰트 크기 항목 설정" #: editor/plugins/theme_editor_plugin.cpp msgid "Set Font Item in Theme" msgstr "테마의 폰트 항목 설정" #: editor/plugins/theme_editor_plugin.cpp msgid "Set Icon Item in Theme" msgstr "테마의 아이콘 항목 설정" #: editor/plugins/theme_editor_plugin.cpp msgid "Set Stylebox Item in Theme" msgstr "테마의 스타일박스 항목 설정" #: editor/plugins/theme_editor_plugin.cpp msgid "Pin Stylebox" msgstr "스타일박스 고정" #: editor/plugins/theme_editor_plugin.cpp msgid "Unpin Stylebox" msgstr "스타일박스 고정 해제" #: editor/plugins/theme_editor_plugin.cpp msgid "Set Theme Type Variation" msgstr "테마 타입 바리에이션 설정" #: editor/plugins/theme_editor_plugin.cpp msgid "Set Variation Base Type" msgstr "바리에이션 기본 유형 설정" #: editor/plugins/theme_editor_plugin.cpp msgid "Set Base Type" msgstr "기본 유형 설정" #: editor/plugins/theme_editor_plugin.cpp msgid "Add a type from a list of available types or create a new one." msgstr "사용 가능한 타입 목록에서 타입을 추가하거나 새로운 타입을 만드세요." #: editor/plugins/theme_editor_plugin.cpp msgid "Show Default" msgstr "디폴트 보이기" #: editor/plugins/theme_editor_plugin.cpp msgid "Show default type items alongside items that have been overridden." msgstr "오버라이드된 항목 옆에 디폴트 타입 항목을 보여줍니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Override All" msgstr "모두 오버라이드" #: editor/plugins/theme_editor_plugin.cpp msgid "Override all default type items." msgstr "모든 디폴트 타입 항목을 오버라이드합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Base Type" msgstr "기본 타입" #: editor/plugins/theme_editor_plugin.cpp msgid "Select the variation base type from a list of available types." msgstr "사용 가능한 유형 목록에서 변형 기본 유형을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "" "A type associated with a built-in class cannot be marked as a variation of " "another type." msgstr "내장 클래스와 연결된 유형은 다른 유형의 변형으로 표시할 수 없습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Theme:" msgstr "테마:" #: editor/plugins/theme_editor_plugin.cpp msgid "Manage Items..." msgstr "항목 관리..." #: editor/plugins/theme_editor_plugin.cpp msgid "Add, remove, organize and import Theme items." msgstr "테마 항목을 추가, 제거, 구성 및 가져옵니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Add Preview" msgstr "미리보기 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Default Preview" msgstr "디폴트 미리보기" #: editor/plugins/theme_editor_plugin.cpp msgid "Select UI Scene:" msgstr "UI 씬을 선택하세요:" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Toggle Theme Bottom Panel" msgstr "설정 패널 토글" #: editor/plugins/theme_editor_preview.cpp msgid "" "Toggle the control picker, allowing to visually select control types for " "edit." msgstr "" "컨트롤 선택기를 토글하여, 편집할 컨트롤 타입을 시각적으로 선택할 수 있게 합니" "다." #: editor/plugins/theme_editor_preview.cpp msgid "Toggle Button" msgstr "토글 버튼" #: editor/plugins/theme_editor_preview.cpp msgid "Disabled Button" msgstr "비활성화된 버튼" #: editor/plugins/theme_editor_preview.cpp msgid "Item" msgstr "항목" #: editor/plugins/theme_editor_preview.cpp msgid "Disabled Item" msgstr "비활성화된 항목" #: editor/plugins/theme_editor_preview.cpp msgid "Check Item" msgstr "체크 항목" #: editor/plugins/theme_editor_preview.cpp msgid "Checked Item" msgstr "체크된 항목" #: editor/plugins/theme_editor_preview.cpp msgid "Radio Item" msgstr "라디오 항목" #: editor/plugins/theme_editor_preview.cpp msgid "Checked Radio Item" msgstr "체크된 라디오 항목" #: editor/plugins/theme_editor_preview.cpp msgid "Named Separator" msgstr "이름 있는 구분자" #: editor/plugins/theme_editor_preview.cpp msgid "Submenu" msgstr "하위 메뉴" #: editor/plugins/theme_editor_preview.cpp msgid "Subitem 1" msgstr "하위 항목 1" #: editor/plugins/theme_editor_preview.cpp msgid "Subitem 2" msgstr "하위 항목 2" #: editor/plugins/theme_editor_preview.cpp msgid "Has" msgstr "갖춤" #: editor/plugins/theme_editor_preview.cpp msgid "Many" msgstr "많은" #: editor/plugins/theme_editor_preview.cpp msgid "Disabled LineEdit" msgstr "비활성화된 LineEdit" #: editor/plugins/theme_editor_preview.cpp msgid "Tab 1" msgstr "탭 1" #: editor/plugins/theme_editor_preview.cpp msgid "Tab 2" msgstr "탭 2" #: editor/plugins/theme_editor_preview.cpp msgid "Tab 3" msgstr "탭 3" #: editor/plugins/theme_editor_preview.cpp msgid "Editable Item" msgstr "편집할 수 있는 항목" #: editor/plugins/theme_editor_preview.cpp msgid "Subtree" msgstr "하위 트리" #: editor/plugins/theme_editor_preview.cpp msgid "Has,Many,Options" msgstr "갖춤,많은,옵션" #: editor/plugins/theme_editor_preview.cpp msgid "Invalid path, the PackedScene resource was probably moved or removed." msgstr "잘못된 경로, PackedScene 리소스가 이동되었거나 제거되었을 수 있습니다." #: editor/plugins/theme_editor_preview.cpp msgid "Invalid PackedScene resource, must have a Control node at its root." msgstr "잘못된 PackedScene 리소스, 루트에 컨트롤 노드가 있어야 합니다." #: editor/plugins/theme_editor_preview.cpp msgid "Invalid file, not a PackedScene resource." msgstr "잘못된 파일, PackedScene 리소스가 아닙니다." #: editor/plugins/theme_editor_preview.cpp msgid "Reload the scene to reflect its most actual state." msgstr "씬을 새로 고쳐 가장 실제 상태를 반영합니다." #: editor/plugins/tiles/atlas_merging_dialog.cpp msgid "Merge TileSetAtlasSource" msgstr "TileSetAtlasSource 병합" #: editor/plugins/tiles/atlas_merging_dialog.cpp msgid "%s (ID: %d)" msgstr "%s (ID: %d)" #: editor/plugins/tiles/atlas_merging_dialog.cpp msgid "Atlas Merging" msgstr "아틀라스 병합" #: editor/plugins/tiles/atlas_merging_dialog.cpp msgid "Merge (Keep original Atlases)" msgstr "병합 (원본 아틀라스 유지)" #: editor/plugins/tiles/atlas_merging_dialog.cpp msgid "Merge" msgstr "병합" #: editor/plugins/tiles/atlas_merging_dialog.cpp msgid "Next Line After Column" msgstr "열 뒤의 다음 줄" #: editor/plugins/tiles/atlas_merging_dialog.cpp msgid "Please select two atlases or more." msgstr "두 개 이상의 아틀라스를 선택해 주세요." #: editor/plugins/tiles/tile_atlas_view.cpp msgid "" "Source: %d\n" "Atlas coordinates: %s\n" "Alternative: 0" msgstr "" "소스: %d\n" "아틀라스 좌표: %s\n" "대체: 0" #: editor/plugins/tiles/tile_atlas_view.cpp msgid "" "Source: %d\n" "Atlas coordinates: %s\n" "Alternative: %d" msgstr "" "소스: %d\n" "아틀라스 좌표: %s\n" "대체: %d" #: editor/plugins/tiles/tile_atlas_view.cpp msgid "" "The selected atlas source has no valid texture. Assign a texture in the " "TileSet bottom tab." msgstr "" "선택한 아틀라스 소스에 유효한 텍스처가 없습니다. 타일셋 하단 탭에서 텍스처를 " "할당합니다." #: editor/plugins/tiles/tile_atlas_view.cpp msgid "Base Tiles" msgstr "기본 타일" #: editor/plugins/tiles/tile_atlas_view.cpp msgid "Alternative Tiles" msgstr "대체 타일" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Reset Polygons" msgstr "폴리곤 재설정" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Clear Polygons" msgstr "폴리곤 모두 삭제" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Rotate Polygons Right" msgstr "폴리곤 오른쪽으로 회전" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Rotate Polygons Left" msgstr "폴리곤 왼쪽으로 회전" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Flip Polygons Horizontally" msgstr "폴리곤 수평으로 뒤집기" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Flip Polygons Vertically" msgstr "폴리곤 수직으로 뒤집기" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Edit Polygons" msgstr "폴리곤 편집" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Expand editor" msgstr "에디터 펼치기" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Add polygon tool" msgstr "폴리곤 생성 툴" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Edit points tool" msgstr "점 편집 툴" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Delete points tool" msgstr "점 삭제 툴" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Reset to default tile shape" msgstr "기본 타일 모양으로 재설정" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Rotate Right" msgstr "오른쪽으로 회전" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Rotate Left" msgstr "왼쪽으로 회전" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Flip Horizontally" msgstr "수평으로 뒤집기" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Flip Vertically" msgstr "수직으로 뒤집기" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Disable Snap" msgstr "스냅 끄기" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Half-Pixel Snap" msgstr "절반-픽셀 스냅" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Painting Tiles Property" msgstr "칠하는 타일 속성" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Painting:" msgstr "칠하는 중:" #: editor/plugins/tiles/tile_data_editors.cpp msgid "No terrains" msgstr "지형 없음" #: editor/plugins/tiles/tile_data_editors.cpp msgid "No terrain" msgstr "지형 없음" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Painting Terrain Set" msgstr "지형 세트 칠하는 중" #: editor/plugins/tiles/tile_data_editors.cpp msgid "Painting Terrain" msgstr "지형 칠하는 중" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Can't transform scene tiles." msgstr "씬 타일을 변형할 수 없습니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Can't rotate patterns when using non-square tile grid." msgstr "정사각형이 아닌 타일 격자를 사용할 때는 패턴을 회전할 수 없습니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "No Texture Atlas Source (ID: %d)" msgstr "텍스쳐 아틀라스 소스 없음 (ID: %d)" #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "Scene Collection Source (ID: %d)" msgstr "씬 컬렉션 소스 (ID: %d)" #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "Empty Scene Collection Source (ID: %d)" msgstr "빈 씬 컬렉션 소스 (ID: %d)" #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "Unknown Type Source (ID: %d)" msgstr "알 수 없는 타입 소스 (ID: %d)" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Add TileSet pattern" msgstr "타일셋 패턴 추가" #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "Remove TileSet patterns" msgstr "타일셋 패턴 제거" #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "Index: %d" msgstr "인덱스: %d" #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "Tile with Invalid Scene" msgstr "잘못된 씬의 타일" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "" "The selected scene collection source has no scenes. Add scenes in the " "TileSet bottom tab." msgstr "" "선택한 장면 컬렉션 소스에 씬 이 없습니다. 타일 셋 하단 탭에서 씬 을 추가합니" "다." #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Delete tiles" msgstr "타일 삭제" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Drawing Rect:" msgstr "사각형 그리는 중:" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Change selection" msgstr "선택 수정" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Move tiles" msgstr "타일 이동" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Paint tiles" msgstr "타일 칠하기" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Paste tiles" msgstr "타일 붙여넣기" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Selection" msgstr "선택" #: editor/plugins/tiles/tile_map_layer_editor.cpp #, fuzzy msgid "Shift: Draw line." msgstr "Shift: 사각형을 그립니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Shift: Draw rectangle." msgstr "Shift: 사각형을 그립니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Alternatively hold %s with other tools to pick tile." msgstr "다른 툴에서도 %s 버튼을 홀드하여 타일을 선택할 수 있습니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Alternatively use RMB to erase tiles." msgstr "우클릭으로도 타일을 지울 수 있습니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Rotate Tile Left" msgstr "타일 왼쪽으로 회전" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Rotate Tile Right" msgstr "타일 오른쪽으로 회전" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Flip Tile Horizontally" msgstr "타일 수평으로 뒤집기" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Flip Tile Vertically" msgstr "타일 수직으로 뒤집기" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Contiguous" msgstr "인접" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Place Random Tile" msgstr "랜덤 타일 놓기" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "" "Modifies the chance of painting nothing instead of a randomly selected tile." msgstr "선택된 타일을 칠하는 대신 아무것도 칠하지 않을 확률을 지정합니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Scattering:" msgstr "흩뿌리기:" #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "Tiles" msgstr "타일" #: editor/plugins/tiles/tile_map_layer_editor.cpp #, fuzzy msgid "" "This TileMap's TileSet has no source configured. Go to the TileSet bottom " "panel to add one." msgstr "" "이 타일맵의 타일셋에 지정된 소스가 없습니다. TileSet의 아래 탭에서 소스를 하" "나 추가하세요." #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Sort sources" msgstr "소스 정렬" #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "Sort by ID (Ascending)" msgstr "ID순 정렬 (오름차순)" #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "Sort by ID (Descending)" msgstr "ID순 정렬 (내림차순)" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Invalid source selected." msgstr "잘못된 소스가 선택되었습니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "Patterns" msgstr "패턴" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Drag and drop or paste a TileMap selection here to store a pattern." msgstr "" "타일맵 선택을 여기에 드래그 & 드롭하거나 붙여넣어서 패턴으로 저장합니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Paint terrain" msgstr "지형 칠하기" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Matches Corners and Sides" msgstr "변과 꼭지점 매치" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Matches Corners Only" msgstr "꼭지점만 매치" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Matches Sides Only" msgstr "변만 매치" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Terrain Set %d (%s)" msgstr "지형 세트 %d (%s)" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "" "Connect mode: paints a terrain, then connects it with the surrounding tiles " "with the same terrain." msgstr "연결 모드: 지형을 칠하면, 둘러싸는 타일들을 같은 지형으로 연결합니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp #, fuzzy msgid "" "Path mode: paints a terrain, then connects it to the previous tile painted " "within the same stroke." msgstr "경로 모드: 지형을 칠하면, 같은 획에서 칠한 이전 타일과 연결합니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Terrains" msgstr "지형" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "No Layers" msgstr "레이어 없음" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Replace Tiles with Proxies" msgstr "타일을 프록시로 바꾸기" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Extract TileMap layers as individual TileMapLayer nodes" msgstr "" #: editor/plugins/tiles/tile_map_layer_editor.cpp #, fuzzy msgid "Can't edit multiple layers at once." msgstr "파일시스템 접근 권한을 얻지 못했습니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "The selected TileMap has no layer to edit." msgstr "" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "The edited layer is disabled or invisible" msgstr "" #: editor/plugins/tiles/tile_map_layer_editor.cpp #, fuzzy msgid "" "The edited TileMap or TileMapLayer node has no TileSet resource.\n" "Create or load a TileSet resource in the Tile Set property in the inspector." msgstr "" "변경된 타일맵 노드에 타일셋 리소스가 없습니다.\n" "인스펙터의 타일 셋 속성에서 타일셋 리소스를 생성하거나 불러오세요." #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Select Next Tile Map Layer" msgstr "다음 타일맵 레이어 선택" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Select Previous Tile Map Layer" msgstr "이전 타일맵 레이어 선택" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "TileMap Layers" msgstr "타일맵 레이어" #: editor/plugins/tiles/tile_map_layer_editor.cpp #, fuzzy msgid "Select previous layer" msgstr "이전 타일맵 레이어 선택" #: editor/plugins/tiles/tile_map_layer_editor.cpp #, fuzzy msgid "Select next layer" msgstr "다음 타일맵 레이어 선택" #: editor/plugins/tiles/tile_map_layer_editor.cpp #, fuzzy msgid "Select all layers" msgstr "모든 키 선택" #: editor/plugins/tiles/tile_map_layer_editor.cpp #, fuzzy msgid "Select all TileMapLayers in scene" msgstr "다음 타일맵 레이어 선택" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Highlight Selected TileMap Layer" msgstr "선택된 타일맵 레이어 강조" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Toggle grid visibility." msgstr "그리드 가시성을 토글합니다." #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Automatically Replace Tiles with Proxies" msgstr "자동으로 타일을 프록시로 바꾸기" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Remove Tile Proxies" msgstr "타일 프록시 제거" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Create Alternative-level Tile Proxy" msgstr "대체 레벨 타일 프록시 생성" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Create Coords-level Tile Proxy" msgstr "좌표 레벨 타일 프록시 생성" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Create source-level Tile Proxy" msgstr "소스 레벨 타일 프록시 생성" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Delete All Invalid Tile Proxies" msgstr "잘못된 타일 프록시 모두 삭제" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Delete All Tile Proxies" msgstr "타일 프록시 모두 삭제" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Tile Proxies Management" msgstr "타일 프록시 관리" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Source-level proxies" msgstr "소스 레벨 프록시" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Coords-level proxies" msgstr "좌표 레벨 프록시" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Alternative-level proxies" msgstr "대체 레벨 프록시" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Add a new tile proxy:" msgstr "새 타일 프록시 생성:" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "From Source" msgstr "소스로부터" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "From Coords" msgstr "좌표로부터" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "From Alternative" msgstr "대체로부터" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "To Source" msgstr "소스로" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "To Coords" msgstr "좌표로" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "To Alternative" msgstr "대체로" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Global actions:" msgstr "전역 액션:" #: editor/plugins/tiles/tile_proxies_manager_dialog.cpp msgid "Clear Invalid" msgstr "잘못된 것 모두 삭제" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp #: editor/plugins/tiles/tile_set_editor.cpp msgid "Atlas" msgstr "아틀라스" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Base Tile" msgstr "기본 타일" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Alternative Tile" msgstr "다른 타일" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "Selected tile:\n" "Source: %d\n" "Atlas coordinates: %s\n" "Alternative: %d" msgstr "" "선택된 타일:\n" "소스: %d\n" "아틀라스 좌표: %s\n" "대체: %d" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Rendering" msgstr "렌더링" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Texture Origin" msgstr "텍스처 원점" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Modulate" msgstr "변조" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Z Index" msgstr "Z 인덱스" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Y Sort Origin" msgstr "Y 정렬 기준점" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Occlusion Layer %d" msgstr "오클루전 레이어 %d" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Probability" msgstr "확률" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Physics" msgstr "물리" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Physics Layer %d" msgstr "물리 레이어 %d" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "No physics layers" msgstr "물리 레이어 없음" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "Create and customize physics layers in the inspector of the TileSet resource." msgstr "TileSet 리소스의 인스펙터에서 물리 레이어를 설정할 수 있습니다." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Navigation Layer %d" msgstr "네비게이션 레이어 %d" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "No navigation layers" msgstr "네비게이션 레이어 없음" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "Create and customize navigation layers in the inspector of the TileSet " "resource." msgstr "TileSet 리소스 인스펙터에서 네비게이션 레이어를 설정할 수 있습니다." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Custom Data" msgstr "커스텀 데이터" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Custom Data %d" msgstr "커스텀 데이터 %d" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "No custom data layers" msgstr "커스텀 데이터 레이어 없음" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "Create and customize custom data layers in the inspector of the TileSet " "resource." msgstr "" "TileSet 리소스의 인스펙터에서 커스텀 데이터 레이어를 설정할 수 있습니다." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Select a property editor" msgstr "속성 편집기 선택" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "TileSet is in read-only mode. Make the resource unique to edit TileSet " "properties." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Paint properties." msgstr "속성을 칠합니다." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Create tiles" msgstr "타일 만들기" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Create a tile" msgstr "타일 만들기" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Remove tiles" msgstr "타일 제거" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Move a tile" msgstr "타일 이동" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Select tiles" msgstr "타일 선택" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Resize a tile" msgstr "타일 크기 조정" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Remove tile" msgstr "타일 제거" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Create tile alternatives" msgstr "대체 타일 만들기" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Remove Tiles Outside the Texture" msgstr "텍스처 바깥의 타일 제거" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Create tiles in non-transparent texture regions" msgstr "투명하지 않은 텍스쳐 영역에 타일 만들기" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Remove tiles in fully transparent texture regions" msgstr "완전히 투명한 타일 모두 제거" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "" "The tile's unique identifier within this TileSet. Each tile stores its " "source ID, so changing one may make tiles invalid." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The human-readable name for the atlas. Use a descriptive name here for " "organizational purposes (such as \"terrain\", \"decoration\", etc.)." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "The image from which the tiles will be created." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The margins on the image's edges that should not be selectable as tiles (in " "pixels). Increasing this can be useful if you download a tilesheet image " "that has margins on the edges (e.g. for attribution)." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The separation between each tile on the atlas in pixels. Increasing this can " "be useful if the tilesheet image you're using contains guides (such as " "outlines between every tile)." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The size of each tile on the atlas in pixels. In most cases, this should " "match the tile size defined in the TileMap property (although this is not " "strictly necessary)." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "If checked, adds a 1-pixel transparent edge around each tile to prevent " "texture bleeding when filtering is enabled. It's recommended to leave this " "enabled unless you're running into rendering issues due to texture padding." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The position of the tile's top-left corner in the atlas. The position and " "size must be within the atlas and can't overlap another tile.\n" "Each painted tile has associated atlas coords, so changing this property may " "cause your TileMaps to not display properly." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "The unit size of the tile." msgstr "타일의 기준 크기입니다." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "Number of columns for the animation grid. If number of columns is lower than " "number of frames, the animation will automatically adjust row count." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "The space (in tiles) between each frame of the animation." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Animation speed in frames per second." msgstr "초당 프레임 단위로 나타낸 애니메이션의 재생 속도입니다." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "Determines how animation will start. In \"Default\" mode all tiles start " "animating at the same frame. In \"Random Start Times\" mode, each tile " "starts animation with a random offset." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "If [code]true[/code], the tile is horizontally flipped." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "If [code]true[/code], the tile is vertically flipped." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/" "i] and then flipped vertically. In practice, this means that to rotate a " "tile by 90 degrees clockwise without flipping it, you should enable [b]Flip " "H[/b] and [b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, " "enable [b]Flip H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees " "clockwise, enable [b]Flip V[/b] and [b]Transpose[/b]." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The origin to use for drawing the tile. This can be used to visually offset " "the tile compared to the base tile." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "The color multiplier to use when rendering the tile." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The material to use for this tile. This can be used to apply a different " "blend mode or custom shaders to a single tile." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The sorting order for this tile. Higher values will make the tile render in " "front of others on the same layer. The index is relative to the TileMap's " "own Z index." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The vertical offset to use for tile sorting based on its Y coordinate (in " "pixels). This allows using layers as if they were on different height for " "top-down games. Adjusting this can help alleviate issues with sorting " "certain tiles. Only effective if Y Sort Enabled is true on the TileMap layer " "the tile is placed on." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The index of the terrain set this tile belongs to. [code]-1[/code] means it " "will not be used in terrains." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The index of the terrain inside the terrain set this tile belongs to. " "[code]-1[/code] means it will not be used in terrains." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The relative probability of this tile appearing when painting with \"Place " "Random Tile\" enabled." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Setup" msgstr "설정" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "Atlas setup. Add/Remove tiles tool (use the shift key to create big tiles, " "control for rectangle editing)." msgstr "" "아틀라스 설정입니다. 타일을 추가/제거합니다 (Shift 키로 큰 타일을 만들고, " "Ctrl 키로 여러 타일을 조작할 수 있습니다)." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Select tiles." msgstr "타일을 선택합니다." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp #: editor/plugins/tiles/tiles_editor_plugin.cpp msgid "Paint" msgstr "칠하기" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "No tiles selected.\n" "Select one or more tiles from the palette to edit its properties." msgstr "" "선택된 타일이 없습니다.\n" "팔레트에서 한 개 이상의 타일을 선택한 뒤 그 속성을 편집할 수 있습니다." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Paint Properties:" msgstr "칠하기 속성:" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Create Tiles in Non-Transparent Texture Regions" msgstr "투명하지 않은 텍스쳐 영역에 타일 만들기" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "완전히 투명한 타일 모두 제거" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The current atlas source has tiles outside the texture.\n" "You can clear it using \"%s\" option in the 3 dots menu." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Hold Ctrl to create multiple tiles." msgstr "Ctrl을 누르고 있으면 여러 개의 타일을 생성합니다." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Hold Shift to create big tiles." msgstr "Shift를 누르고 있으면 큰 타일을 생성합니다." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Create an Alternative Tile" msgstr "대체 타일 만들기" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Create a Tile" msgstr "타일 만들기" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Auto Create Tiles in Non-Transparent Texture Regions?" msgstr "완전 투명이 아닌 곳에 자동으로 타일을 생성할까요?" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The atlas's texture was modified.\n" "Would you like to automatically create tiles in the atlas?" msgstr "" "아틀라스의 텍스쳐가 변경되었습니다.\n" "아틀라스에서 자동으로 타일을 생성할까요?" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "Yes" msgstr "예" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "No" msgstr "아니요" #: editor/plugins/tiles/tile_set_editor.cpp msgid "Invalid texture selected." msgstr "잘못된 텍스처가 선택되었습니다." #: editor/plugins/tiles/tile_set_editor.cpp msgid "Add a new atlas source" msgstr "새로운 아틀라스 소스 추가" #: editor/plugins/tiles/tile_set_editor.cpp msgid "Remove source" msgstr "소스 제거" #: editor/plugins/tiles/tile_set_editor.cpp msgid "Add atlas source" msgstr "아틀라스 소스 추가" #: editor/plugins/tiles/tile_set_editor.cpp msgid "Sort Sources" msgstr "소스 정렬" #: editor/plugins/tiles/tile_set_editor.cpp msgid "A palette of tiles made from a texture." msgstr "" #: editor/plugins/tiles/tile_set_editor.cpp msgid "Scenes Collection" msgstr "씬 컬렉션" #: editor/plugins/tiles/tile_set_editor.cpp msgid "A collection of scenes that can be instantiated and placed as tiles." msgstr "" #: editor/plugins/tiles/tile_set_editor.cpp msgid "Open Atlas Merging Tool" msgstr "아틀라스 병합 도구 열기" #: editor/plugins/tiles/tile_set_editor.cpp msgid "Manage Tile Proxies" msgstr "타일 프록시 관리" #: editor/plugins/tiles/tile_set_editor.cpp msgid "" "No TileSet source selected. Select or create a TileSet source.\n" "You can create a new source by using the Add button on the left or by " "dropping a tileset texture onto the source list." msgstr "" "TileSet 소스가 선택되지 않았습니다. TileSet 소스를 선택하거나 만드세요.\n" "왼쪽에 있는 추가 버튼을 누르거나 소스 목록에 타일셋 텍스쳐를 드롭하여 새로운 " "소스를 만들 수 있습니다." #: editor/plugins/tiles/tile_set_editor.cpp msgid "Add new patterns in the TileMap editing mode." msgstr "타일맵 편집 모드에 새로운 패턴을 추가합니다." #: editor/plugins/tiles/tile_set_editor.cpp msgid "" "Warning: Modifying a source ID will result in all TileMaps using that source " "to reference an invalid source instead. This may result in unexpected data " "loss. Change this ID carefully." msgstr "" "경고: 소스 ID를 바꾸면 같은 소스를 사용하는 모든 TileMap들이 잘못된 소스를 참" "조하게 됩니다. 이 경우 예측하지 못한 데이터 손실이 발생할 수도 있습니다. 변" "경 시 주의해주세요." #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "Add a Scene Tile" msgstr "씬 타일 추가" #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "Remove a Scene Tile" msgstr "씬 타일 제거" #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "Drag and drop scenes here or use the Add button." msgstr "씬을 여기에 드래그 & 드롭하거나 아래의 추가 버튼을 눌러주세요." #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "" "The human-readable name for the scene collection. Use a descriptive name " "here for organizational purposes (such as \"obstacles\", \"decoration\", " "etc.)." msgstr "" #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "" "ID of the scene tile in the collection. Each painted tile has associated ID, " "so changing this property may cause your TileMaps to not display properly." msgstr "" #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "Absolute path to the scene associated with this tile." msgstr "" #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "" "If [code]true[/code], a placeholder marker will be displayed on top of the " "scene's preview. The marker is displayed anyway if the scene has no valid " "preview." msgstr "" #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "Scenes collection properties:" msgstr "씬 컬렉션 속성:" #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "Tile properties:" msgstr "타일 속성:" #: editor/plugins/tiles/tiles_editor_plugin.cpp msgctxt "Tool" msgid "Line" msgstr "직선" #: editor/plugins/tiles/tiles_editor_plugin.cpp msgid "Rect" msgstr "직사각형" #: editor/plugins/tiles/tiles_editor_plugin.cpp msgid "Bucket" msgstr "페인트통" #: editor/plugins/tiles/tiles_editor_plugin.cpp msgid "Eraser" msgstr "지우개" #: editor/plugins/tiles/tiles_editor_plugin.cpp msgid "Picker" msgstr "선택기" #: editor/plugins/tiles/tiles_editor_plugin.cpp #, fuzzy msgid "TileMap" msgstr "타일맵 레이어" #: editor/plugins/tiles/tiles_editor_plugin.cpp #, fuzzy msgid "Toggle TileMap Bottom Panel" msgstr "스크립트 패널 토글" #: editor/plugins/tiles/tiles_editor_plugin.cpp #, fuzzy msgid "TileSet" msgstr "타일" #: editor/plugins/tiles/tiles_editor_plugin.cpp #, fuzzy msgid "Toggle TileSet Bottom Panel" msgstr "설정 패널 토글" #: editor/plugins/version_control_editor_plugin.cpp msgid "" "No VCS plugins are available in the project. Install a VCS plugin to use VCS " "integration features." msgstr "" #: editor/plugins/version_control_editor_plugin.cpp editor/project_manager.cpp msgid "Error" msgstr "오류" #: editor/plugins/version_control_editor_plugin.cpp msgid "" "Remote settings are empty. VCS features that use the network may not work." msgstr "" "원격 설정이 비어 있습니다. 네트워크를 사용하는 VCS 기능이 작동하지 않을 수 있" "습니다." #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit" msgstr "커밋" #: editor/plugins/version_control_editor_plugin.cpp msgid "Open in editor" msgstr "에디터에서 열기" #: editor/plugins/version_control_editor_plugin.cpp msgid "Discard changes" msgstr "모든 변경사항 버리기" #: editor/plugins/version_control_editor_plugin.cpp msgid "Staged Changes" msgstr "스테이지된 변경 사항" #: editor/plugins/version_control_editor_plugin.cpp msgid "Unstaged Changes" msgstr "스테이지되지 않은 변경 사항" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit:" msgstr "커밋:" #: editor/plugins/version_control_editor_plugin.cpp msgid "Date:" msgstr "날짜:" #: editor/plugins/version_control_editor_plugin.cpp msgid "Subtitle:" msgstr "부제:" #: editor/plugins/version_control_editor_plugin.cpp msgid "Do you want to remove the %s branch?" msgstr "%s 분기를 제거하시겠습니까?" #: editor/plugins/version_control_editor_plugin.cpp msgid "Do you want to remove the %s remote?" msgstr "%s 리모트를 제거하시겠습니까?" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Toggle Version Control Bottom Panel" msgstr "버전 관리 메타데이터 생성" #: editor/plugins/version_control_editor_plugin.cpp msgid "Create Version Control Metadata" msgstr "버전 관리 메타데이터 생성" #: editor/plugins/version_control_editor_plugin.cpp msgid "Create VCS metadata files for:" msgstr "VCS 메타데이터 생성:" #: editor/plugins/version_control_editor_plugin.cpp msgid "Existing VCS metadata files will be overwritten." msgstr "존재하는 VCS 메타데이터 파일은 덮어씌워질 것입니다." #: editor/plugins/version_control_editor_plugin.cpp msgid "Local Settings" msgstr "로컬 설정" #: editor/plugins/version_control_editor_plugin.cpp msgid "Apply" msgstr "적용" #: editor/plugins/version_control_editor_plugin.cpp msgid "VCS Provider" msgstr "VCS 제공자" #: editor/plugins/version_control_editor_plugin.cpp msgid "Connect to VCS" msgstr "VCS에 연결" #: editor/plugins/version_control_editor_plugin.cpp msgid "Remote Login" msgstr "원격 로그인" #: editor/plugins/version_control_editor_plugin.cpp msgid "Username" msgstr "사용자 이름" #: editor/plugins/version_control_editor_plugin.cpp msgid "Password" msgstr "비밀번호" #: editor/plugins/version_control_editor_plugin.cpp msgid "SSH Public Key Path" msgstr "SSH 공용 키 경로" #: editor/plugins/version_control_editor_plugin.cpp msgid "Select SSH public key path" msgstr "SSH 공개키의 경로를 선택하세요" #: editor/plugins/version_control_editor_plugin.cpp msgid "SSH Private Key Path" msgstr "SSH 개인 키 경로" #: editor/plugins/version_control_editor_plugin.cpp msgid "Select SSH private key path" msgstr "SSH 비밀키의 경로를 선택하세요" #: editor/plugins/version_control_editor_plugin.cpp msgid "SSH Passphrase" msgstr "SSH 암호" #: editor/plugins/version_control_editor_plugin.cpp msgid "Detect new changes" msgstr "새 변경사항 감지" #: editor/plugins/version_control_editor_plugin.cpp msgid "Discard all changes" msgstr "모든 변경사항 버리기" #: editor/plugins/version_control_editor_plugin.cpp msgid "This operation is IRREVERSIBLE. Your changes will be deleted FOREVER." msgstr "" "이 행동은 절대로 되돌릴 수 없습니다. 당신의 변경 사항이 영구적으로 완전히 삭" "제될 것입니다." #: editor/plugins/version_control_editor_plugin.cpp msgid "Permanentally delete my changes" msgstr "내 변경 사항 영구적으로 삭제" #: editor/plugins/version_control_editor_plugin.cpp msgid "Stage all changes" msgstr "모든 변경사항 스테이징" #: editor/plugins/version_control_editor_plugin.cpp msgid "Unstage all changes" msgstr "모든 변경사항 스테이징 취소" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit Message" msgstr "커밋 메세지" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit Changes" msgstr "커밋 변경사항" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit List" msgstr "커밋 목록" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit list size" msgstr "커밋 목록 크기" #: editor/plugins/version_control_editor_plugin.cpp msgid "Branches" msgstr "브랜치" #: editor/plugins/version_control_editor_plugin.cpp msgid "Create New Branch" msgstr "새 브랜치 생성" #: editor/plugins/version_control_editor_plugin.cpp msgid "Remove Branch" msgstr "브랜치 삭제" #: editor/plugins/version_control_editor_plugin.cpp msgid "Branch Name" msgstr "브랜치 이름" #: editor/plugins/version_control_editor_plugin.cpp msgid "Remotes" msgstr "원격" #: editor/plugins/version_control_editor_plugin.cpp msgid "Create New Remote" msgstr "새 원격 추가" #: editor/plugins/version_control_editor_plugin.cpp msgid "Remove Remote" msgstr "원격 제거" #: editor/plugins/version_control_editor_plugin.cpp msgid "Remote Name" msgstr "원격 이름" #: editor/plugins/version_control_editor_plugin.cpp msgid "Remote URL" msgstr "원격 URL" #: editor/plugins/version_control_editor_plugin.cpp msgid "Fetch" msgstr "페치" #: editor/plugins/version_control_editor_plugin.cpp msgid "Pull" msgstr "풀" #: editor/plugins/version_control_editor_plugin.cpp msgid "Push" msgstr "푸시" #: editor/plugins/version_control_editor_plugin.cpp msgid "Force Push" msgstr "강제 푸시" #: editor/plugins/version_control_editor_plugin.cpp msgid "Modified" msgstr "수정됨" #: editor/plugins/version_control_editor_plugin.cpp msgid "Renamed" msgstr "이름 변경됨" #: editor/plugins/version_control_editor_plugin.cpp msgid "Deleted" msgstr "삭제됨" #: editor/plugins/version_control_editor_plugin.cpp msgid "Typechange" msgstr "타입체인지" #: editor/plugins/version_control_editor_plugin.cpp msgid "Unmerged" msgstr "미병합" #: editor/plugins/version_control_editor_plugin.cpp msgid "View file diffs before committing them to the latest version" msgstr "최신 버전으로 커밋하기 전 파일 차이점 보기" #: editor/plugins/version_control_editor_plugin.cpp msgid "View:" msgstr "보기:" #: editor/plugins/version_control_editor_plugin.cpp msgid "Split" msgstr "분할" #: editor/plugins/version_control_editor_plugin.cpp msgid "Unified" msgstr "통합" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "E constant (2.718282). Represents the base of the natural logarithm." msgstr "E 상수 (2.718282). 자연 로그의 밑을 나타냄." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Epsilon constant (0.00001). Smallest possible scalar number." msgstr "Epsilon 상수 (0.00001). 스칼라 수에서 가능한 가장 작은 수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Phi constant (1.618034). Golden ratio." msgstr "Phi 상수 (1.618034). 황금 비율." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi/4 constant (0.785398) or 45 degrees." msgstr "Pi/4 상수 (0.785398) 혹은 45도." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi/2 constant (1.570796) or 90 degrees." msgstr "Pi/2 상수 (1.570796) 혹은 90도." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi constant (3.141593) or 180 degrees." msgstr "Pi 상수 (3.141593) 혹은 180도." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Tau constant (6.283185) or 360 degrees." msgstr "Tau 상수 (6.283185) 혹은 360도." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sqrt2 constant (1.414214). Square root of 2." msgstr "Sqrt2 상수 (1.414214). 2의 제곱근." #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Drag and drop nodes here to attach them." msgstr "씬을 여기에 드래그 & 드롭하거나 아래의 추가 버튼을 눌러주세요." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Input" msgstr "입력 추가" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Output" msgstr "출력 추가" #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/openxr/editor/openxr_interaction_profile_editor.cpp msgid "Float" msgstr "Float" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Int" msgstr "Int" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "UInt" msgstr "UInt" #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/openxr/editor/openxr_interaction_profile_editor.cpp msgid "Vector2" msgstr "Vector2" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector3" msgstr "Vector3" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector4" msgstr "Vector4" #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/openxr/editor/openxr_interaction_profile_editor.cpp msgid "Boolean" msgstr "Boolean" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sampler" msgstr "샘플러" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "[default]" msgstr "[기본]" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "The 2D preview cannot correctly show the result retrieved from instance " "parameter." msgstr "" "2D 프리뷰는 인스턴스 파라미터로부터 받아온 결과값을 정확하게 보여주지 못합니" "다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Input Port" msgstr "입력 포트 추가하기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Output Port" msgstr "출력 포트 추가하기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change Input Port Type" msgstr "입력 포트 타입 바꾸기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change Output Port Type" msgstr "출력 포트 타입 바꾸기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change Input Port Name" msgstr "입력 포트 이름 바꾸기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change Output Port Name" msgstr "출력 포트 이름 바꾸기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Expand Output Port" msgstr "출력 포트 확장하기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Shrink Output Port" msgstr "출력 포트 줄이기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove Input Port" msgstr "입력 포트 제거" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove Output Port" msgstr "출력 포트 제거" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set VisualShader Expression" msgstr "VisualShader 표현식 설정" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Resize VisualShader Node" msgstr "VisualShader 노드 크기 조정" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Hide Port Preview" msgstr "포트 미리보기 보이기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Show Port Preview" msgstr "포트 미리보기 보이기" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Set Frame Title" msgstr "주석 제목 설정" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Set Tint Color" msgstr "태양 색상" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Toggle Frame Color" msgstr "자유 시점 토글" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Set Frame Color" msgstr "폴더 색깔 설정..." #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Toggle Auto Shrink" msgstr "자동 삼각형 토글" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Parameter Name" msgstr "매개변수 이름 설정" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Input Default Port" msgstr "입력 디폴트 포트 설정" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Custom Node Option" msgstr "커스텀 노드 옵션 설정" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node to Visual Shader" msgstr "노드를 비주얼 셰이더에 추가" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Varying to Visual Shader: %s" msgstr "비주얼셰이더에 Varying 추가: %s" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove Varying from Visual Shader: %s" msgstr "비주얼셰이더에서 Varying 제거: %s" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Move VisualShader Node(s)" msgstr "비주얼 셰이더 노드 붙여넣기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Move and Attach VisualShader Node(s) to parent frame" msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Insert node" msgstr "노드 삽입" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Convert Constant Node(s) To Parameter(s)" msgstr "상수 노드를 매개 변수로 변환" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Convert Parameter Node(s) To Constant(s)" msgstr "매개 변수 노드를 상수로 변환" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Detach VisualShader Node(s) from Frame" msgstr "비주얼셰이더 노드 제거" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete VisualShader Node" msgstr "비주얼셰이더 노드 제거" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete VisualShader Node(s)" msgstr "비주얼셰이더 노드 제거" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Float Constants" msgstr "실수형 상수" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Convert Constant(s) to Parameter(s)" msgstr "상수를 매개 변수로 변환" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Convert Parameter(s) to Constant(s)" msgstr "매개 변수를 상수로 변환" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Detach from Parent Frame" msgstr "프로젝트에서 자동 감지" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Enable Auto Shrink" msgstr "필터 활성화" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Enable Tint Color" msgstr "도플러 효과 활성화" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Duplicate VisualShader Node(s)" msgstr "비주얼 셰이더 노드 복제" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Paste VisualShader Node(s)" msgstr "비주얼 셰이더 노드 붙여넣기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Cut VisualShader Node(s)" msgstr "비주얼 셰이더 노드 잘라내기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Visual Shader Input Type Changed" msgstr "비주얼 셰이더 입력 타입 변경됨" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "ParameterRef Name Changed" msgstr "ParameterRef 이름 변경됨" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Varying Name Changed" msgstr "Varying 이름 변경됨" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Constant: %s" msgstr "상수 설정: %s" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Invalid name for varying." msgstr "올바르지 않은 varying 이름입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Varying with that name is already exist." msgstr "이 이름으로 된 varying이 이미 있습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node(s) to Visual Shader" msgstr "노드를 비주얼 셰이더에 추가" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vertex" msgstr "꼭짓점" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Fragment" msgstr "프래그먼트" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Light" msgstr "라이트" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Process" msgstr "프로세스" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Collide" msgstr "콜라이드" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sky" msgstr "하늘" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Fog" msgstr "포그" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Manage Varyings" msgstr "Varying 관리" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Varying" msgstr "Varying 추가" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove Varying" msgstr "Varying 제거" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Show generated shader code." msgstr "생성된 셰이더 코드를 보여줍니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Generated Shader Code" msgstr "생성된 셰이더 코드" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node" msgstr "노드 추가" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Clear Copy Buffer" msgstr "카피 버퍼 비우기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Insert New Node" msgstr "새 노드 삽입" #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "Insert New Reroute" msgstr "앞에 새로 삽입" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "High-end node" msgstr "하이-엔드 노드" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Create Shader Node" msgstr "셰이더 노드 만들기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Create Shader Varying" msgstr "셰이더 Varying 만들기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete Shader Varying" msgstr "셰이더 Varying 제거" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color function." msgstr "색상 함수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color operator." msgstr "색상 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Grayscale function." msgstr "회색조 함수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts HSV vector to RGB equivalent." msgstr "HSV 벡터를 RGB로 변환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts RGB vector to HSV equivalent." msgstr "RGB 벡터를 HSV로 변환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sepia function." msgstr "세피아 함수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Burn operator." msgstr "번 (Burn) 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Darken operator." msgstr "어둡게 하기 (Darken) 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Difference operator." msgstr "차이 (Difference) 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Dodge operator." msgstr "닷지 (Dodge) 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "HardLight operator." msgstr "하드 라이트 (HardLight) 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Lighten operator." msgstr "밝게 하기 (Lighten) 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Overlay operator." msgstr "오버레이 (Overlay) 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Screen operator." msgstr "스크린 (Screen) 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "SoftLight operator." msgstr "소프트 라이트 (SoftLight) 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color constant." msgstr "색상 상수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color parameter." msgstr "색상 매개 변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(Fragment/Light mode only) Derivative function." msgstr "(프래그먼트/라이트 모드만 가능) 미분 함수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the boolean result of the %s comparison between two parameters." msgstr "두 매개변수 사이 %s 비교의 불리언 결과 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Equal (==)" msgstr "같다 (==)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Greater Than (>)" msgstr "보다 더 크다 (>)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Greater Than or Equal (>=)" msgstr "보다 크거나 같다 (>=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated vector if the provided scalars are equal, greater or " "less." msgstr "제공된 스칼라가 같거나, 더 크거나, 더 작으면 관련 벡터를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between INF and a scalar " "parameter." msgstr "INF(무한)과 스칼라 매개변수 사이 비교의 불리언 결과 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between NaN and a scalar " "parameter." msgstr "" "NaN(숫자 아님)과 스칼라 매개변수 사이 비교의 불리언 결과 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Less Than (<)" msgstr "보다 더 작다 (<)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Less Than or Equal (<=)" msgstr "보다 작거나 같다 (<=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Not Equal (!=)" msgstr "같지 않다 (!=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated 2D vector if the provided boolean value is true or " "false." msgstr "불리언 값이 참이거나 거짓이면 2D 관련 벡터를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated 3D vector if the provided boolean value is true or " "false." msgstr "불리언 값이 참이거나 거짓이면 관련 3D 벡터를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp #, fuzzy msgid "" "Returns an associated 4D vector if the provided boolean value is true or " "false." msgstr "불리언 값이 참이거나 거짓이면 관련 3D 벡터를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated boolean if the provided boolean value is true or false." msgstr "불리언 값이 참이거나 거짓이면 관련 불리언을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated floating-point scalar if the provided boolean value is " "true or false." msgstr "불리언 값이 참이거나 거짓이면 관련 실수형 스칼라를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated integer scalar if the provided boolean value is true " "or false." msgstr "불리언 값이 참이거나 거짓이면 관련 정수형 스칼라를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated transform if the provided boolean value is true or " "false." msgstr "불리언 값이 참이거나 거짓이면 관련 트랜스폼을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated unsigned integer scalar if the provided boolean value " "is true or false." msgstr "" "불리언 값이 참이거나 거짓이면 관련 부호 없는 정수형 스칼라를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the boolean result of the comparison between two parameters." msgstr "두 매개변수 사이 비교의 불리언 결과 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between INF (or NaN) and a " "scalar parameter." msgstr "" "INF(무한) (또는 NaN(숫자 아님))과 스칼라 매개변수 사이 비교의 불리언 결과 값" "을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean constant." msgstr "불리언 상수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean parameter." msgstr "불리언 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Translated to '%s' in Godot Shading Language." msgstr "Godot Shading Language에서 '%s'로 번역됩니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for all shader modes." msgstr "모든 셰이더 모드에 대한 '%s' 입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Input parameter." msgstr "입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex and fragment shader modes." msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 '%s' 입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fragment and light shader modes." msgstr "프래그먼트와 라이트 셰이더 모드에 대한 '%s' 입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fragment shader mode." msgstr "프래그먼트 셰이더 모드에 대한 '%s' 입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for sky shader mode." msgstr "모든 셰이더 모드에 대한 '%s' 입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fog shader mode." msgstr "포그 셰이더 모드에 대한 '%s' 입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for light shader mode." msgstr "라이트 셰이더 모드에 대한 '%s' 입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex shader mode." msgstr "꼭짓점 셰이더 모드에 대한 '%s' 입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for start shader mode." msgstr "스타트 셰이더 모드에 대한 '%s' 입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for process shader mode." msgstr "프로세스 셰이더 모드에 대한 '%s' 입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for start and process shader modes." msgstr "스타트와 프로세스 셰이더 모드에 대한 '%s' 입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for process and collide shader modes." msgstr "프로세스와 콜라이드 셰이더 모드에 대한 '%s' 입력 매개변수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "A node for help to multiply a position input vector by rotation using " "specific axis. Intended to work with emitters." msgstr "" "입력된 위치 벡터를 특정한 축으로 회전 벡터와 곱하는 데 도움을 주는 노드입니" "다. 주로 이미터와 함께 사용합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Float function." msgstr "실수 함수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Float operator." msgstr "실수 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Integer function." msgstr "정수 함수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Integer operator." msgstr "정수 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Unsigned integer function." msgstr "부호 없는 정수 함수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Unsigned integer operator." msgstr "부호 없는 정수 연산자입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the absolute value of the parameter." msgstr "매개변수의 절대값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-cosine of the parameter." msgstr "매개변수의 아크코사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "매개변수의 역쌍곡코사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-sine of the parameter." msgstr "매개변수의 아크사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "매개변수의 역쌍곡사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-tangent of the parameter." msgstr "매개변수의 아크탄젠트 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-tangent of the parameters." msgstr "매개변수들의 아크탄젠트 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "매개변수의 역쌍곡탄젠트 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the result of bitwise NOT (~a) operation on the integer." msgstr "정수의 비트 단위 NOT (~a) 연산값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the result of bitwise NOT (~a) operation on the unsigned integer." msgstr "부호 없는 정수의 비트 단위 NOT (~a) 연산값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "매개변수보다 크거나 같은 가장 가까운 정수를 찾습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Constrains a value to lie between two further values." msgstr "떨어져 있는 두 값 사이에 놓이는 값을 제한합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the cosine of the parameter." msgstr "매개변수의 코사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic cosine of the parameter." msgstr "매개변수의 쌍곡코사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a quantity in radians to degrees." msgstr "각도 단위를 라디안에서 도로 변환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" "(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'x'의 (스칼라) 도함수입니" "다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" "(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'y'의 (스칼라) 도함수입니" "다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-e Exponential." msgstr "e가 밑인 지수 함수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-2 Exponential." msgstr "2가 밑인 지수 함수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest integer less than or equal to the parameter." msgstr "매개변수보다 적거나 같은 가장 가까운 정수를 찾습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Computes the fractional part of the argument." msgstr "인수의 소수 부분을 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse of the square root of the parameter." msgstr "매개변수의 제곱근 역함수 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Natural logarithm." msgstr "자연로그입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-2 logarithm." msgstr "2가 밑인 로그 함수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the greater of two values." msgstr "두 값 중 더 큰 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the lesser of two values." msgstr "두 값 중 더 작은 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two scalars." msgstr "두 스칼라 값 사이를 선형 보간합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Performs a fused multiply-add operation (a * b + c) on scalars." msgstr "스칼라들에 단일 곱셈-누산 연산 (a * b + c)을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the opposite value of the parameter." msgstr "매개변수의 반대 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 - scalar" msgstr "1.0 - 스칼라" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the value of the first parameter raised to the power of the second." msgstr "첫 번째 매개변수를 두 번째 매개변수로 제곱한 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a quantity in degrees to radians." msgstr "각도 단위를 도에서 라디안으로 변환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 / scalar" msgstr "1.0 / 스칼라" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest integer to the parameter." msgstr "매개변수에서 가장 가까운 정수를 찾습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest even integer to the parameter." msgstr "매개변수에서 가장 가까운 짝수 정수를 찾습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Clamps the value between 0.0 and 1.0." msgstr "값을 0.0에서 1.0 사이로 고정합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Extracts the sign of the parameter." msgstr "매개변수의 부호를 추출합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the sine of the parameter." msgstr "매개변수의 사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic sine of the parameter." msgstr "매개변수의 쌍곡사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the square root of the parameter." msgstr "매개변수의 제곱근을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "SmoothStep 함수( 스칼라(edge0), 스칼라(edge1), 스칼라(x) ).\n" "\n" "'x'가 'edge0'보다 작으면 0.0을 반환하고, 'edge1'보다 크면 1.0을 반환합니다. " "그렇지 않은 경우, 에르미트 다항식을 통해반환값을 0.0과 1.0사이로 보간합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Step function( scalar(edge), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Step 함수( 스칼라(edge), 스칼라(x) ).\n" "\n" "'x'가 'edge'보다 작으면 0.0을 반환하고 그렇지 않으면 1.0을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " "'y'." msgstr "" "(프래그먼트/라이트 모드만 가능) (스칼라) 'x'와 'y'의 절대 미분 값의 합." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the tangent of the parameter." msgstr "매개변수의 탄젠트 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic tangent of the parameter." msgstr "매개변수의 쌍곡탄젠트 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the truncated value of the parameter." msgstr "매개변수의 절사된 값을 찾습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sums two floating-point scalars." msgstr "두 부동소수점 스칼라를 더합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sums two integer scalars." msgstr "두 정수 스칼라를 더합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sums two unsigned integer scalars." msgstr "두 부호 없는 정수 스칼라를 더합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the result of bitwise AND (a & b) operation for two integers." msgstr "두 정수 사이 비트 단위 AND (a & b) 연산의 결과값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the result of bitwise AND (a & b) operation for two unsigned " "integers." msgstr "" "두 부호 없는 정수 사이 비트 단위 AND (a & b) 연산의 결과값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the result of bitwise left shift (a << b) operation on the integer." msgstr "정수에 대한 비트 단위 왼쪽 시프트 (a << b) 연산의 결과값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the result of bitwise left shift (a << b) operation on the unsigned " "integer." msgstr "" "부호 없는 정수에 대한 비트 단위 왼쪽 시프트 (a << b) 연산의 결과값을 반환합니" "다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the result of bitwise OR (a | b) operation for two integers." msgstr "두 정수 사이 비트 단위 OR (a | b) 연산의 계산값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the result of bitwise OR (a | b) operation for two unsigned integers." msgstr "" "두 부호 없는 정수 사이 비트 단위 OR (a | b) 연산의 계산값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the result of bitwise right shift (a >> b) operation on the integer." msgstr "" "정수에 대한 비트 단위 오른쪽 시프트 (a >> b) 연산의 결과값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the result of bitwise right shift (a >> b) operation on the unsigned " "integer." msgstr "" "부호 없는 정수에 대한 비트 단위 오른쪽 시프트 (a >> b) 연산의 결과값을 반환합" "니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the result of bitwise XOR (a ^ b) operation on the integer." msgstr "정수에 대한 비트 단위 XOR (a ^ b) 연산의 결과값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the result of bitwise XOR (a ^ b) operation on the unsigned integer." msgstr "" "부호 없는 정수에 대한 비트 단위 XOR (a ^ b) 연산의 결과값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides two floating-point scalars." msgstr "두 부동소수점 스칼라를 나눕니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides two integer scalars." msgstr "두 정수 스칼라를 나눕니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides two unsigned integer scalars." msgstr "두 부호 없는 정수 스칼라를 나눕니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies two floating-point scalars." msgstr "두 부동소수점 스칼라를 곱합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies two integer scalars." msgstr "두 정수 스칼라를 곱합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies two unsigned integer scalars." msgstr "부호 없는 두 스칼라를 곱합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two floating-point scalars." msgstr "두 부동소수점 스칼라의 나머지를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two integer scalars." msgstr "두 정수 스칼라의 나머지를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two unsigned integer scalars." msgstr "두 부호 없는 정수 스칼라의 나머지를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts two floating-point scalars." msgstr "두 부동소수점 스칼라를 뺍니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts two integer scalars." msgstr "두 정수 스칼라를 뺍니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts two unsigned integer scalars." msgstr "두 부호 없는 정수 스칼라를 뺍니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar floating-point constant." msgstr "부동소수점 스칼라 상수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar integer constant." msgstr "정수 스칼라 상수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar unsigned integer constant." msgstr "부호 없는 정수 스칼라 상수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar floating-point parameter." msgstr "부동소수점 스칼라 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar integer parameter." msgstr "정수 스칼라 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar unsigned integer parameter." msgstr "부호 없는 정수 스칼라 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts screen UV to a SDF." msgstr "스크린 UV를 SDF로 변환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Casts a ray against the screen SDF and returns the distance travelled." msgstr "스크린 SDF에 광선을 발사하고 이동 거리를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a SDF to screen UV." msgstr "SDF를 스크린 UV로 변환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Performs a SDF texture lookup." msgstr "SDF 텍스처 룩업을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Performs a SDF normal texture lookup." msgstr "SDF 노멀 텍스처 룩업을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Function to be applied on texture coordinates." msgstr "텍스처 좌표에 적용할 함수입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Polar coordinates conversion applied on texture coordinates." msgstr "텍스처 좌표에 적용되는 극좌표 변환." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the cubic texture lookup." msgstr "세제곱 텍스처 룩업을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the curve texture lookup." msgstr "커브 텍스처 룩업을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the three components curve texture lookup." msgstr "세제곱 커브 텍스처 룩업을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the depth value obtained from the depth prepass in a linear space." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Reconstructs the World Position of the Node from the depth texture." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Unpacks the Screen Normal Texture in World Space" msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the 2D texture lookup." msgstr "2D 텍스처 룩업을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the 2D-array texture lookup." msgstr "2D 배열 텍스처 룩업을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the 3D texture lookup." msgstr "3D 텍스처 룩업을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Apply panning function on texture coordinates." msgstr "텍스처 좌표에 패닝 기능을 추가합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Apply scaling function on texture coordinates." msgstr "텍스처 좌표에 스케일링 기능을 적용합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Cubic texture parameter lookup." msgstr "세제곱 텍스처 매개변수 룩업." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D texture parameter lookup." msgstr "2D 텍스처 매개변수 룩업." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D texture parameter lookup with triplanar." msgstr "Triplanar가 적용된 2D 텍스처 매개변수 룩업 ." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D array of textures parameter lookup." msgstr "2D 텍스처 배열 매개변수 룩업." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "3D texture parameter lookup." msgstr "3D 텍스처 매개변수 룩업." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform function." msgstr "변형 함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform operator." msgstr "변형 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Calculate the outer product of a pair of vectors.\n" "\n" "OuterProduct treats the first parameter 'c' as a column vector (matrix with " "one column) and the second parameter 'r' as a row vector (matrix with one " "row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix " "whose number of rows is the number of components in 'c' and whose number of " "columns is the number of components in 'r'." msgstr "" "벡터 한 쌍의 외적을 계산합니다.\n" "\n" "OuterProduct는 첫 매개변수 'c'를 열 벡터로 취급하고 (1열로 이루어진 행렬) 두 " "번째 매개변수 'r'을 행 벡터로 취급합니다 (1행으로 이루어진 행렬), 그리고 선" "형 대수 행렬에 'c * r'을 곱해서 행렬을 산출하는데, 행 수는 'c'의 컴포넌트 수" "이고 열 수는 'r'의 컴포넌트 수가 됩니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes transform from four vectors." msgstr "4개의 벡터로 변형을 합성합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes transform to four vectors." msgstr "변형을 4개의 벡터로 분해합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the determinant of a transform." msgstr "변형의 행렬식을 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Calculates how the object should face the camera to be applied on Model View " "Matrix output port for 3D objects." msgstr "" "3D 오브젝트의 Model View Matrix 출력 포트에서 오브젝트가 적용될 카메라를 향하" "게 하는 방법을 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the inverse of a transform." msgstr "변형의 역함수를 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the transpose of a transform." msgstr "변형의 전치를 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sums two transforms." msgstr "두 개의 Transform을 더합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides two transforms." msgstr "두 변형을 나눕니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies two transforms." msgstr "두 변형을 곱합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Performs per-component multiplication of two transforms." msgstr "두 트랜스폼 벡터의 성분별 곱셈을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts two transforms." msgstr "두 Transform을 뺍니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies vector by transform." msgstr "변형에 벡터를 곱합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform constant." msgstr "변형 상수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform parameter." msgstr "변형 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "The distance fade effect fades out each pixel based on its distance to " "another object." msgstr "" "Distance fade 효과는 다른 오브젝트와의 거리에 따라 각 픽셀이 흐려집니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "The proximity fade effect fades out each pixel based on its distance to " "another object." msgstr "" "Proximity fade 효과는 다른 오브젝트와의 거리에 따라 각 픽셀이 흐려집니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns a random value between the minimum and maximum input values." msgstr "입력된 값의 최소값과 최대값 사이의 임의의 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remaps a given input from the input range to the output range." msgstr "주어진 입력을 입력 범위에서 출력 범위로 리매핑합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Builds a rotation matrix from the given axis and angle, multiply the input " "vector by it and returns both this vector and a matrix." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector function." msgstr "벡터 함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector operator." msgstr "벡터 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes vector from scalars." msgstr "스칼라로 벡터를 합성합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes vector to scalars." msgstr "벡터를 스칼라로 분해합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes 2D vector from two scalars." msgstr "두 개의 스칼라로 2D 벡터를 합성합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes 2D vector to two scalars." msgstr "2D 벡터를 두 개의 스칼라로 분해합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes 3D vector from three scalars." msgstr "세 개의 스칼라로 3D 벡터를 합성합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes 3D vector to three scalars." msgstr "3D 벡터를 세 개의 스칼라로 분해합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes 4D vector from four scalars." msgstr "네 개의 스칼라로 4D 벡터를 합성합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes 4D vector to four scalars." msgstr "4D 벡터를 네 개의 스칼라로 분해합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the cross product of two vectors." msgstr "두 벡터의 벡터곱 값을 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'x' using local " "differencing." msgstr "" "(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'x'의 (벡터) 도함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'y' using local " "differencing." msgstr "" "(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'y'의 (벡터) 도함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the distance between two points." msgstr "두 점 사이의 거리를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the dot product of two vectors." msgstr "두 벡터의 스칼라곱 값을 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the vector that points in the same direction as a reference vector. " "The function has three vector parameters : N, the vector to orient, I, the " "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" "같은 방향을 가리키는 벡터를 참조 벡터로 반환합니다. 함수에는 세 개의 벡터 매" "개변수가 있습니다 : 방향을 지정하는 벡터 N, 인시던트 벡터 I, 그리고 참조 벡" "터 Nref. 만약 I와 Nref가 0의 벡터곱이 0보다 작다면 반환값은 N이 됩니다. 그렇" "지 않으면 -N이 반환됩니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns falloff based on the dot product of surface normal and view " "direction of camera (pass associated inputs to it)." msgstr "" "표면의 법선 벡터와 카메라가 바라보는 방향 벡터의 내적을 기반으로 한 폴오프를 " "반환합니다. (폴오프와 관련된 입력을 전달함)." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the length of a vector." msgstr "벡터의 길이를 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two vectors." msgstr "두 벡터 간의 선형 보간." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two vectors using scalar." msgstr "스칼라를 사용하 두 벡터 간의 선형 보간." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Performs a fused multiply-add operation (a * b + c) on vectors." msgstr "벡터에서 융합된 곱셈-덧셈 연산(a * b + c)을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the normalize product of vector." msgstr "벡터의 노멀 값을 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 - vector" msgstr "1.0 - 벡터" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 / vector" msgstr "1.0 / 벡터" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the vector that points in the direction of reflection ( a : incident " "vector, b : normal vector )." msgstr "" "반사 방향을 가리키는 벡터를 반환합니다 (a : 인시던트 벡터, b : 노멀 벡터)." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the vector that points in the direction of refraction." msgstr "반사 방향을 가리키는 벡터를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "SmoothStep 함수( 벡터(edge0), 벡터(edge1), 벡터(x) ).\n" "\n" "'x'가 'edge0'보다 작으면 0.0을, 'x'가 'edge1'보다 크면 1.0을 반환합니다. 그렇" "지 않은 경우 에르미트 다항식으로 반환값을 0.0과 1.0 사이로 보간합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "SmoothStep 함수( 스칼라(edge0), 스칼라(edge1), 벡터(x) ).\n" "\n" "'x'가 'edge0'보다 작으면 0.0을, 'x'가 'edge1'보다 크면 1.0을 반환합니다. 그렇" "지 않은 경우 에르미트 다항식으로 반환값을 0.0과 1.0 사이로 보간합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Step function( vector(edge), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Step 함수( 벡터(edge), 벡터(x) ).\n" "\n" "'x'가 'edge'보다 작으면 0.0을 반환하고, 그렇지 않은 경우 1.0을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Step function( scalar(edge), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Step 함수( 스칼라(edge), 벡터(x) ).\n" "\n" "'x'가 'edge'보다 작으면 0.0을 반환하고, 그렇지 않은 경우 1.0을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " "'y'." msgstr "(프래그먼트/라이트 모드만 가능) (벡터) 'x'와 'y'의 절대 미분 값의 합." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds 2D vector to 2D vector." msgstr "2D 벡터에 2D 벡터를 더합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds 3D vector to 3D vector." msgstr "3D 벡터에 3D 벡터를 더합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds 4D vector to 4D vector." msgstr "4D 벡터에 4D 벡터를 더합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides 2D vector by 2D vector." msgstr "2D 벡터를 2D 벡터로 나눕니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides 3D vector by 3D vector." msgstr "3D 벡터를 3D 벡터로 나눕니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides 4D vector by 4D vector." msgstr "4D 벡터를 4D 벡터로 나눕니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies 2D vector by 2D vector." msgstr "2D 벡터를 2D 벡터로 곱합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies 3D vector by 3D vector." msgstr "3D 벡터를 3D 벡터로 곱합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies 4D vector by 4D vector." msgstr "4D 벡터를 4D 벡터로 곱합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two 2D vectors." msgstr "두 2D 벡터의 나머지를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two 3D vectors." msgstr "두 3D 벡터의 나머지를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two 4D vectors." msgstr "두 4D 벡터의 나머지를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts 2D vector from 2D vector." msgstr "2D 벡터에서 2D 벡터를 뺍니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts 3D vector from 3D vector." msgstr "3D 벡터에서 3D 벡터를 뺍니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts 4D vector from 4D vector." msgstr "4D 벡터에서 4D 벡터를 뺍니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D vector constant." msgstr "2D 벡터 상수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D vector parameter." msgstr "2D 벡터 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "3D vector constant." msgstr "3D 벡터 상수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "3D vector parameter." msgstr "3D 벡터 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "4D vector constant." msgstr "4D 벡터 상수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "4D vector parameter." msgstr "4D 벡터 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "A rectangular area with a description string for better graph organization." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Custom Godot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" "커스텀 입력 및 출력 포트로 이루어진 커스텀 Godot Shader Language 표현식입니" "다. 꼭짓점/프래그먼트/라이트 함수에 직접 코드를 넣는 것이므로 코드 안에 함수 " "선언을 작성하는 용도로 쓸 수 없습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Custom Godot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, parameters and " "constants." msgstr "" "결과 셰이더 위에 배치되는 커스텀 Godot 셰이더 언어 표현식입니다. 안에 다양한 " "함수 선언을 작성하고 표현식에서 호출할 수 있습니다. Varying, 매개 변수, 상수" "도 선언할 수 있습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "A reference to an existing parameter." msgstr "기존 매개 변수에 대한 참조입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Get varying parameter." msgstr "varying 매개 변수를 받아옵니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set varying parameter." msgstr "varying 매개 변수를 설정합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Reroute connections freely, can be used to connect multiple input ports to " "single output port." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Edit Visual Property: %s" msgstr "비주얼 속성 편집: %s" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Visual Shader Mode Changed" msgstr "비주얼 셰이더 모드 변경됨" #: editor/plugins/voxel_gi_editor_plugin.cpp msgid "Voxel GI data is not local to the scene." msgstr "Voxel GI 데이터가 씬에 로컬이 아닙니다." #: editor/plugins/voxel_gi_editor_plugin.cpp msgid "Voxel GI data is part of an imported resource." msgstr "Voxel GI 데이터는 가져오기한 리소스의 일부입니다." #: editor/plugins/voxel_gi_editor_plugin.cpp msgid "Voxel GI data is an imported resource." msgstr "Voxel GI 데이터는 가져오기한 리소스입니다." #: editor/plugins/voxel_gi_editor_plugin.cpp msgid "Bake VoxelGI" msgstr "VoxelGI 굽기" #: editor/plugins/voxel_gi_editor_plugin.cpp msgid "Select path for VoxelGI Data File" msgstr "VoxelGI 데이터 파일 경로 선택" #: editor/project_manager.cpp msgid "Go Online and Open Asset Library" msgstr "온라인 기능 활성화 및 에셋 라이브러리 열기" #: editor/project_manager.cpp msgid "Are you sure to run %d projects at once?" msgstr "%d개의 프로젝트를 동시에 실행할까요?" #: editor/project_manager.cpp #, fuzzy msgid "" "Can't run project: Project has no main scene defined.\n" "Please edit the project and set the main scene in the Project Settings under " "the \"Application\" category." msgstr "" "프로젝트를 실행할 수 없음: 메인 씬을 정의하지 않았습니다.\n" "프로젝트를 편집하고 프로젝트 설정의 \"어플리케이션\" 카테고리에서 메인 씬을 " "설정해주세요." #: editor/project_manager.cpp #, fuzzy msgid "" "Can't run project: Assets need to be imported first.\n" "Please edit the project to trigger the initial import." msgstr "" "프로젝트를 실행할 수 없음: 애셋을 가져와야 합니다.\n" "프로젝트를 편집해서 최초 가져오기가 실행되도록 하세요." #: editor/project_manager.cpp msgid "" "Can't open project at '%s'.\n" "Project file doesn't exist or is inaccessible." msgstr "" #: editor/project_manager.cpp msgid "" "Can't open project at '%s'.\n" "Failed to start the editor." msgstr "" "'%s'에서 프로젝트를 열 수 없습니다.\n" "에디터를 시작하지 못했습니다." #: editor/project_manager.cpp msgid "" "You requested to open %d projects in parallel. Do you confirm?\n" "Note that usual checks for engine version compatibility will be bypassed." msgstr "" "프로젝트 %d개를 동시에 열려고 합니다. 확실합니까?\n" "엔진 버전 호환성에 대한 일반적인 체크를 건너뛸 것이니 주의하세요." #: editor/project_manager.cpp msgid "" "The selected project \"%s\" does not specify its supported Godot version in " "its configuration file (\"project.godot\").\n" "\n" "Project path: %s\n" "\n" "If you proceed with opening it, it will be converted to Godot's current " "configuration file format.\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "선택된 프로젝트 \"%s\"가 지원되는 Godot 버전 정보를 그 설정 파일(\"project." "godot\") 내에 명시하지 않았습니다.\n" "\n" "프로젝트 경로: %s\n" "\n" "파일 열기를 계속한다면, 현재 Godot의 구성 파일 형식으로 변환될 것입니다.\n" "\n" "경고: 더 이상 이 프로젝트를 이전 버전의 엔진에서 열 수 없을 것입니다." #: editor/project_manager.cpp msgid "" "The selected project \"%s\" was generated by Godot 3.x, and needs to be " "converted for Godot 4.x.\n" "\n" "Project path: %s\n" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " "the project without attempting to convert its scenes, resources and " "scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" "\n" "Warning: If you select a conversion option, you won't be able to open the " "project with previous versions of the engine anymore." msgstr "" "선택된 프로젝트 \"%s\"는 Godot 3.x 버전에서 만들어졌으며, Godot 4.x에 맞게 변" "환되어야 합니다.\n" "\n" "프로젝트 경로: %s\n" "\n" "세 가지 선택지가 있습니다:\n" "- 설정 파일(\"project.godot\") 만을 변환합니다. 씬이나 리소스, 스크립트 등은 " "변환하려 하지 않고서 프로젝트를 엽니다.\n" "- 씬, 리소스, 스크립트를 포함한 프로젝트 전체를 변환합니다. 프로젝트를 업그레" "이드하려 할 경우엔 이 선택지를 권장합니다.\n" "- 취소하고 뒤로 돌아갑니다.\n" "\n" "경고: 프로젝트를 변환할 경우, 더 이상 이 프로젝트를 이전 버전의 엔진에서 열 " "수 없을 것입니다." #: editor/project_manager.cpp msgid "Convert project.godot Only" msgstr "project.godot만 변환" #: editor/project_manager.cpp msgid "" "The selected project \"%s\" was generated by an older engine version, and " "needs to be converted for this version.\n" "\n" "Project path: %s\n" "\n" "Do you want to convert it?\n" "\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "다음 프로젝트 \"%s\"는 이전 버전에서 만든 것으로, 현재 버전에 맞게 변환해야 " "합니다:\n" "\n" "프로젝트 경로: %s\n" "\n" "변환할까요?\n" "\n" "경고: 더 이상 이 프로젝트를 이전 버전의 엔진에서 열 수 없을 것입니다." #: editor/project_manager.cpp msgid "Convert project.godot" msgstr "project.godot 변환" #: editor/project_manager.cpp msgid "" "Can't open project \"%s\" at the following path:\n" "\n" "%s\n" "\n" "The project settings were created by a newer engine version, whose settings " "are not compatible with this version." msgstr "" "다음 경로의 프로젝트 \"%s\"를 열 수 없습니다:\n" "\n" "%s\n" "\n" "프로젝트 설정이 이후 버전에 맞게 만들어졌습니다. 이 버전에서는 호환하지 않습" "니다." #: editor/project_manager.cpp msgid "" "Warning: This project uses double precision floats, but this version of\n" "Godot uses single precision floats. Opening this project may cause data " "loss.\n" "\n" msgstr "" "경고: 이 프로젝트는 배정밀도 부동소수점(double precision float)을 사용하지" "만,\n" "이 버전의 Godot은 단정밀도 부동소수점(single precision float)을 사용합니다.\n" "프로젝트를 열면 데이터 손실이 발생할 수도 있습니다.\n" "\n" #: editor/project_manager.cpp msgid "" "Warning: This project uses C#, but this build of Godot does not have\n" "the Mono module. If you proceed you will not be able to use any C# scripts.\n" "\n" msgstr "" "경고: 이 프로젝트는 C#을 사용하지만, 이 빌드의 Godot은 Mono 모듈을\n" "지원하지 않습니다. 계속 진행할 경우 C# 스크립트를 사용할 수 없습니다.\n" "\n" #: editor/project_manager.cpp msgid "" "Warning: This project was last edited in Godot %s. Opening will change it to " "Godot %s.\n" "\n" msgstr "" "경고: 이 프로젝트는 Godot %s에서 최종 편집되었습니다.\n" "프로젝트를 열면 Godot %s로 변경됩니다.\n" "\n" #: editor/project_manager.cpp msgid "" "Warning: This project uses the following features not supported by this " "build of Godot:\n" "\n" "%s\n" "\n" msgstr "" "경고: 이 프로젝트는 이 빌드의 Godot에서 지원하지 않는 다음과 같은 기능들을 사" "용합니다:\n" "\n" "%s\n" "\n" #: editor/project_manager.cpp msgid "Open anyway? Project will be modified." msgstr "무시하고 열까요? 프로젝트가 수정될 것입니다." #: editor/project_manager.cpp msgid "Remove %d projects from the list?" msgstr "목록에서 프로젝트 %d개를 제거하시겠습니까?" #: editor/project_manager.cpp msgid "Remove this project from the list?" msgstr "목록에서 이 프로젝트를 제거하시겠습니까?" #: editor/project_manager.cpp msgid "" "Remove all missing projects from the list?\n" "The project folders' contents won't be modified." msgstr "" "모든 누락된 프로젝트를 목록에서 제거하시겠습니까?\n" "프로젝트 폴더의 콘텐츠는 수정되지 않습니다." #: editor/project_manager.cpp #, fuzzy msgid "Couldn't load project at '%s'. It may be missing or corrupted." msgstr "" "'%s'에서 프로젝트를 불러올 수 없습니다 (오류 %d). 프로젝트가 누락되거나 손상" "된 것 같습니다." #: editor/project_manager.cpp editor/project_manager/project_dialog.cpp msgid "Couldn't save project at '%s' (error %d)." msgstr "'%s'에 프로젝트를 저장 할 수 없습니다 (오류 %d)." #: editor/project_manager.cpp msgid "Tag name can't be empty." msgstr "태그 이름은 비워둘 수 없습니다." #: editor/project_manager.cpp msgid "Tag name can't contain spaces." msgstr "태그 이름은 공백을 포함할 수 없습니다." #: editor/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "다음 문자들을 태그에 넣을 수 없습니다: %s." #: editor/project_manager.cpp msgid "Tag name must be lowercase." msgstr "태그 이름은 소문자여야 합니다." #. TRANSLATORS: This refers to the application where users manage their Godot projects. #: editor/project_manager.cpp msgctxt "Application" msgid "Project Manager" msgstr "프로젝트 매니저" #: editor/project_manager.cpp msgid "Settings" msgstr "설정" #: editor/project_manager.cpp msgid "Projects" msgstr "프로젝트" #: editor/project_manager.cpp msgid "New Project" msgstr "새 프로젝트" #: editor/project_manager.cpp msgid "Import Project" msgstr "프로젝트 가져오기" #: editor/project_manager.cpp msgid "Scan" msgstr "스캔" #: editor/project_manager.cpp msgid "Scan Projects" msgstr "프로젝트 스캔" #: editor/project_manager.cpp msgid "Loading, please wait..." msgstr "로드 중, 기다려 주세요..." #: editor/project_manager.cpp msgid "Filter Projects" msgstr "프로젝트 필터" #: editor/project_manager.cpp msgid "" "This field filters projects by name and last path component.\n" "To filter projects by name and full path, the query must contain at least " "one `/` character." msgstr "" "이 필드는 프로젝트를 이름과 경로의 마지막 부분으로 거릅니다.\n" "프로젝트를 이름과 전체 경로를 기준으로 걸러내려면, 검색어에 `/`를 한 글자 이" "상 포함시켜야 합니다." #: editor/project_manager.cpp msgid "Last Edited" msgstr "마지막으로 수정됨" #: editor/project_manager.cpp msgid "Tags" msgstr "태그" #: editor/project_manager.cpp msgid "You don't have any projects yet." msgstr "아직 프로젝트가 없습니다." #: editor/project_manager.cpp msgid "" "Get started by creating a new one,\n" "importing one that exists, or by downloading a project template from the " "Asset Library!" msgstr "" #: editor/project_manager.cpp editor/project_manager/project_dialog.cpp msgid "Create New Project" msgstr "새 프로젝트 만들기" #: editor/project_manager.cpp editor/project_manager/project_dialog.cpp msgid "Import Existing Project" msgstr "기존 프로젝트 가져오기" #: editor/project_manager.cpp msgid "" "Note: The Asset Library requires an online connection and involves sending " "data over the internet." msgstr "" #: editor/project_manager.cpp msgid "Edit Project" msgstr "프로젝트 편집" #: editor/project_manager.cpp editor/project_manager/project_dialog.cpp msgid "Rename Project" msgstr "프로젝트 이름 바꾸기" #: editor/project_manager.cpp msgid "Manage Tags" msgstr "태그 설정" #: editor/project_manager.cpp msgid "Remove Project" msgstr "프로젝트 제거" #: editor/project_manager.cpp msgid "Remove Missing" msgstr "누락된 부분 제거" #: editor/project_manager.cpp msgid "" "Asset Library not available (due to using Web editor, or because SSL support " "disabled)." msgstr "" #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "스캔할 폴더를 선택하세요" #: editor/project_manager.cpp msgid "Remove All" msgstr "모두 제거" #: editor/project_manager.cpp msgid "Convert Full Project" msgstr "프로젝트 전체 변환" #: editor/project_manager.cpp msgid "" "This option will perform full project conversion, updating scenes, resources " "and scripts from Godot 3 to work in Godot 4.\n" "\n" "Note that this is a best-effort conversion, i.e. it makes upgrading the " "project easier, but it will not open out-of-the-box and will still require " "manual adjustments.\n" "\n" "IMPORTANT: Make sure to backup your project before converting, as this " "operation makes it impossible to open it in older versions of Godot." msgstr "" "이것은 씬이나 리소스, 스크립트를 포함한 프로젝트 전체를 Godot 3에서 Godot 4" "에 맞게 변환합니다.\n" "\n" "이것은 가장 힘이 덜 드는 선택지이지만, 그렇다고 해도 프로젝트가 아무 문제 없" "이 작동하지는 않을 것이며 여전히 여러 것들을 수동으로 조정해주어야 할 것입니" "다.\n" "\n" "중요: 반드시 변환하기 전에 프로젝트를 어딘가에 백업해 두세요. 변환을 수행하" "면 이전 버전의 Godot에서 프로젝트를 열지 못하게 됩니다." #: editor/project_manager.cpp msgid "Manage Project Tags" msgstr "프로젝트 태그 설정" #: editor/project_manager.cpp msgid "Project Tags" msgstr "프로젝트 태그" #: editor/project_manager.cpp msgid "Click tag to remove it from the project." msgstr "태그를 클릭하면 프로젝트에서 제거합니다." #: editor/project_manager.cpp msgid "All Tags" msgstr "모든 태그" #: editor/project_manager.cpp msgid "Click tag to add it to the project." msgstr "태그를 클릭하면 프로젝트에 추가합니다." #: editor/project_manager.cpp msgid "Create New Tag" msgstr "새 태그 만들기" #: editor/project_manager.cpp msgid "Tags are capitalized automatically when displayed." msgstr "태그 대소문자는 보여질 때 자동으로 붙여집니다." #: editor/project_manager/project_dialog.cpp msgid "It would be a good idea to name your project." msgstr "프로젝트 이름을 정하는 게 좋을 것입니다." #: editor/project_manager/project_dialog.cpp #, fuzzy msgid "Invalid \".zip\" project file; it is not in ZIP format." msgstr "" "잘못된 \".zip\" 프로젝트 파일입니다. \"project.godot\" 파일이 들어있지 않습니" "다." #: editor/project_manager/project_dialog.cpp msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" "잘못된 \".zip\" 프로젝트 파일입니다. \"project.godot\" 파일이 들어있지 않습니" "다." #: editor/project_manager/project_dialog.cpp #, fuzzy msgid "Valid project found at path." msgstr "잘못된 프로젝트 이름입니다." #: editor/project_manager/project_dialog.cpp #, fuzzy msgid "" "Please choose a \"project.godot\", a directory with one, or a \".zip\" file." msgstr "" "\"project.godot\" 파일, 해당 파일을 포함하는 디렉터리 또는 \".zip\" 파일을 선" "택해주세요." #: editor/project_manager/project_dialog.cpp #, fuzzy msgid "The path specified is invalid." msgstr "지정한 경로가 없습니다." #: editor/project_manager/project_dialog.cpp #, fuzzy msgid "" "The directory name specified contains invalid characters or trailing " "whitespace." msgstr "폴더 이름에 잘못된 문자가 있습니다." #: editor/project_manager/project_dialog.cpp msgid "" "Creating a project at the engine's working directory or executable directory " "is not allowed, as it would prevent the project manager from starting." msgstr "" #: editor/project_manager/project_dialog.cpp #, fuzzy msgid "" "You cannot save a project at the selected path. Please create a subfolder or " "choose a new path." msgstr "" "해당 경로에 프로젝트를 저장할 수 없습니다. 새 폴더를 만들거나 다른 경로를 골" "라주세요." #: editor/project_manager/project_dialog.cpp #, fuzzy msgid "The parent directory of the path specified doesn't exist." msgstr "지정한 설치 경로가 존재하지 않습니다." #: editor/project_manager/project_dialog.cpp #, fuzzy msgid "The project folder already exists and is empty." msgstr "셰이더 파일이 이미 있습니다." #: editor/project_manager/project_dialog.cpp msgid "The project folder will be automatically created." msgstr "" #: editor/project_manager/project_dialog.cpp msgid "The path specified doesn't exist." msgstr "지정한 경로가 없습니다." #: editor/project_manager/project_dialog.cpp msgid "The project folder exists and is empty." msgstr "" #: editor/project_manager/project_dialog.cpp msgid "" "The selected path is not empty. Choosing an empty folder is highly " "recommended." msgstr "" "선택된 경로는 비어있지 않습니다. 비어 있는 폴더를 선택하는 것을 매우 권장합니" "다." #: editor/project_manager/project_dialog.cpp msgid "Supports desktop platforms only." msgstr "데스크톱 플랫폼만을 지원합니다." #: editor/project_manager/project_dialog.cpp msgid "Advanced 3D graphics available." msgstr "고급 3D 그래픽을 사용할 수 있습니다." #: editor/project_manager/project_dialog.cpp msgid "Can scale to large complex scenes." msgstr "크고 복잡한 씬도 충분히 그려낼 수 있습니다." #: editor/project_manager/project_dialog.cpp msgid "Uses RenderingDevice backend." msgstr "RenderingDevice 백엔드를 사용합니다." #: editor/project_manager/project_dialog.cpp msgid "Slower rendering of simple scenes." msgstr "단순한 씬을 렌더링할 때의 성능은 떨어집니다." #: editor/project_manager/project_dialog.cpp msgid "Supports desktop + mobile platforms." msgstr "데스크톱과 모바일 플랫폼을 지원합니다." #: editor/project_manager/project_dialog.cpp msgid "Less advanced 3D graphics." msgstr "조금 덜 고급인 3D 그래픽을 사용할 수 있습니다." #: editor/project_manager/project_dialog.cpp msgid "Less scalable for complex scenes." msgstr "크고 복잡한 씬을 그려내기에는 좋지 않습니다." #: editor/project_manager/project_dialog.cpp msgid "Fast rendering of simple scenes." msgstr "단순한 씬을 빠르게 그려낼 수 있습니다." #: editor/project_manager/project_dialog.cpp msgid "Supports desktop, mobile + web platforms." msgstr "데스크톱, 모바일, 웹 플랫폼을 지원합니다." #: editor/project_manager/project_dialog.cpp msgid "Least advanced 3D graphics (currently work-in-progress)." msgstr "고급 3D 그래픽 사용 능력이 가장 떨어집니다 (아직 작업 중입니다)." #: editor/project_manager/project_dialog.cpp msgid "Intended for low-end/older devices." msgstr "저성능 또는 오래된 디바이스에서 사용하는 용도입니다." #: editor/project_manager/project_dialog.cpp msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." msgstr "OpenGL 3 백엔드 (OpenGL 3.3/ES 3.0/WebGL2)를 사용합니다." #: editor/project_manager/project_dialog.cpp msgid "Fastest rendering of simple scenes." msgstr "단순한 씬을 가장 빠르게 그려낼 수 있습니다." #: editor/project_manager/project_dialog.cpp msgid "Warning: This folder is not empty" msgstr "경고: 빈 폴더가 아닙니다" #: editor/project_manager/project_dialog.cpp msgid "" "You are about to create a Godot project in a non-empty folder.\n" "The entire contents of this folder will be imported as project resources!\n" "\n" "Are you sure you wish to continue?" msgstr "" "비어있지 않은 폴더에 Godot 프로젝트를 만들고 있습니다.\n" "그러면, 폴더 내의 모든 내용물들을 프로젝트 리소스로서 가져올 것입니다!\n" "\n" "정말로 진행하시겠습니까?" #: editor/project_manager/project_dialog.cpp #, fuzzy msgid "Couldn't create project directory, check permissions." msgstr "프로젝트 경로에 project.godot 파일을 만들 수 없습니다." #: editor/project_manager/project_dialog.cpp msgid "Couldn't create project.godot in project path." msgstr "프로젝트 경로에 project.godot 파일을 만들 수 없습니다." #: editor/project_manager/project_dialog.cpp msgid "Couldn't create icon.svg in project path." msgstr "프로젝트 경로에 icon.svg 파일을 만들 수 없습니다." #: editor/project_manager/project_dialog.cpp msgid "Error opening package file, not in ZIP format." msgstr "패키지 파일을 여는 중 오류. ZIP 형식이 아닙니다." #: editor/project_manager/project_dialog.cpp msgid "The following files failed extraction from package:" msgstr "다음 파일을 패키지에서 추출하는데 실패함:" #: editor/project_manager/project_dialog.cpp msgid "" "Couldn't load project at '%s' (error %d). It may be missing or corrupted." msgstr "" "'%s'에서 프로젝트를 불러올 수 없습니다 (오류 %d). 프로젝트가 누락되거나 손상" "된 것 같습니다." #: editor/project_manager/project_dialog.cpp msgid "New Game Project" msgstr "새 게임 프로젝트" #: editor/project_manager/project_dialog.cpp msgid "Import & Edit" msgstr "가져오기 & 편집" #: editor/project_manager/project_dialog.cpp msgid "Create & Edit" msgstr "만들기 & 편집" #: editor/project_manager/project_dialog.cpp msgid "Install Project:" msgstr "프로젝트 설치:" #: editor/project_manager/project_dialog.cpp msgid "Install & Edit" msgstr "설치 & 편집" #: editor/project_manager/project_dialog.cpp msgid "Project Name:" msgstr "프로젝트 이름:" #: editor/project_manager/project_dialog.cpp msgid "Project Path:" msgstr "프로젝트 경로:" #: editor/project_manager/project_dialog.cpp msgid "Project Installation Path:" msgstr "프로젝트 설치 경로:" #: editor/project_manager/project_dialog.cpp msgid "Renderer:" msgstr "렌더러:" #: editor/project_manager/project_dialog.cpp msgid "The renderer can be changed later, but scenes may need to be adjusted." msgstr "렌더러는 나중에 바꿀 수 있지만, 씬을 조정해야 할 수도 있습니다." #: editor/project_manager/project_dialog.cpp msgid "Version Control Metadata:" msgstr "버전 컨트롤 메타데이터:" #: editor/project_manager/project_dialog.cpp msgid "Git" msgstr "Git" #: editor/project_manager/project_list.cpp msgid "This project was last edited in a different Godot version: " msgstr "이 프로젝트는 다른 Godot 버전에서 마지막으로 편집되었습니다: " #: editor/project_manager/project_list.cpp msgid "This project uses features unsupported by the current build:" msgstr "이 프로젝트는 현재 빌드에서는 지원하지 않는 기능을 사용합니다:" #: editor/project_manager/project_list.cpp msgid "Error: Project is missing on the filesystem." msgstr "오류: 프로젝트가 파일시스템에서 누락되었습니다." #: editor/project_manager/project_list.cpp #, fuzzy msgid "Last edited timestamp" msgstr "마지막으로 수정됨" #: editor/project_manager/project_list.cpp msgid "Missing Project" msgstr "누락된 프로젝트" #: editor/project_manager/quick_settings_dialog.cpp msgid "Restart Now" msgstr "지금 다시 시작" #: editor/project_manager/quick_settings_dialog.cpp msgid "Quick Settings" msgstr "빠른 설정" #: editor/project_manager/quick_settings_dialog.cpp msgid "Interface Theme" msgstr "인터페이스 테마" #: editor/project_manager/quick_settings_dialog.cpp msgid "Custom preset can be further configured in the editor." msgstr "" #: editor/project_manager/quick_settings_dialog.cpp msgid "Display Scale" msgstr "화면 크기 배율" #: editor/project_manager/quick_settings_dialog.cpp msgid "Network Mode" msgstr "네트워크 모드" #: editor/project_manager/quick_settings_dialog.cpp msgid "Directory Naming Convention" msgstr "" #: editor/project_manager/quick_settings_dialog.cpp #, fuzzy msgid "" "Settings changed! The project manager must be restarted for changes to take " "effect." msgstr "변경사항을 반영하려면 에디터를 다시 시작해야 합니다." #: editor/project_settings_editor.cpp msgid "Add Project Setting" msgstr "프로젝트 설정 추가" #: editor/project_settings_editor.cpp msgid "Delete Item" msgstr "항목 삭제" #: editor/project_settings_editor.cpp msgid "(All)" msgstr "(모두)" #: editor/project_settings_editor.cpp msgid "Add Input Action" msgstr "입력 액션 추가" #: editor/project_settings_editor.cpp msgid "Change Action deadzone" msgstr "액션 데드존 바꾸기" #: editor/project_settings_editor.cpp msgid "Change Input Action Event(s)" msgstr "입력 액션 이벤트 바꾸기" #: editor/project_settings_editor.cpp msgid "Erase Input Action" msgstr "입력 액션 지우기" #: editor/project_settings_editor.cpp msgid "Rename Input Action" msgstr "입력 액션 이름 바꾸기" #: editor/project_settings_editor.cpp msgid "Update Input Action Order" msgstr "입력 액션 순서 변경" #: editor/project_settings_editor.cpp msgid "Project Settings (project.godot)" msgstr "프로젝트 설정 (project.godot)" #: editor/project_settings_editor.cpp msgid "Advanced Settings" msgstr "고급 설정" #: editor/project_settings_editor.cpp msgid "Select a Setting or Type its Name" msgstr "설정을 선택하거나 그 이름을 입력해주세요" #: editor/project_settings_editor.cpp msgid "Changed settings will be applied to the editor after restarting." msgstr "변경 사항은 재시작 후에 에디터에 적용됩니다." #: editor/project_settings_editor.cpp msgid "Input Map" msgstr "입력 맵" #: editor/project_settings_editor.cpp msgid "Localization" msgstr "현지화" #: editor/project_settings_editor.cpp #, fuzzy msgid "Globals" msgstr "전역" #: editor/project_settings_editor.cpp msgid "Autoload" msgstr "자동 로드" #: editor/project_settings_editor.cpp msgid "Shader Globals" msgstr "셰이더 글로벌" #: editor/project_settings_editor.cpp msgid "Plugins" msgstr "플러그인(Plugin)" #: editor/project_settings_editor.cpp msgid "Import Defaults" msgstr "디폴트 가져오기" #: editor/property_selector.cpp msgid "Select Property" msgstr "속성 선택" #: editor/property_selector.cpp msgid "Select Virtual Method" msgstr "가상 메서드 선택" #: editor/rename_dialog.cpp msgid "Batch Rename" msgstr "일괄 이름 바꾸기" #: editor/rename_dialog.cpp msgid "Prefix:" msgstr "접두사:" #: editor/rename_dialog.cpp msgid "Suffix:" msgstr "접미사:" #: editor/rename_dialog.cpp msgid "Use Regular Expressions" msgstr "정규 표현식 사용" #: editor/rename_dialog.cpp msgid "Substitute" msgstr "대체" #: editor/rename_dialog.cpp msgid "Node name." msgstr "노드 이름입니다." #: editor/rename_dialog.cpp msgid "Node's parent name, if available." msgstr "사용 가능한 경우, 노드의 부모 이름입니다." #: editor/rename_dialog.cpp msgid "Node type." msgstr "노드의 타입입니다." #: editor/rename_dialog.cpp msgid "Current scene name." msgstr "현재 씬의 이름입니다." #: editor/rename_dialog.cpp msgid "Root node name." msgstr "루트 노드의 이름입니다." #: editor/rename_dialog.cpp msgid "" "Sequential integer counter.\n" "Compare counter options." msgstr "" "순차 정수 카운터.\n" "카운터 옵션을 비교합니다." #: editor/rename_dialog.cpp msgid "Per-level Counter" msgstr "단계별 카운터" #: editor/rename_dialog.cpp msgid "If set, the counter restarts for each group of child nodes." msgstr "설정하면 각 그룹의 자식 노드의 카운터를 다시 시작합니다." #: editor/rename_dialog.cpp msgid "Initial value for the counter." msgstr "카운터의 초기 값입니다." #: editor/rename_dialog.cpp msgid "Step" msgstr "단계" #: editor/rename_dialog.cpp msgid "Amount by which counter is incremented for each node." msgstr "각 노드에 대해 카운터가 증가하는 양입니다." #: editor/rename_dialog.cpp msgid "Padding" msgstr "패딩" #: editor/rename_dialog.cpp msgid "" "Minimum number of digits for the counter.\n" "Missing digits are padded with leading zeros." msgstr "" "카운터의 최소 자릿수.\n" "빈 자리는 0으로 채웁니다." #: editor/rename_dialog.cpp msgid "Post-Process" msgstr "후처리" #: editor/rename_dialog.cpp msgid "Style" msgstr "스타일" #: editor/rename_dialog.cpp msgid "PascalCase to snake_case" msgstr "PascalCase를 snake_case로" #: editor/rename_dialog.cpp msgid "snake_case to PascalCase" msgstr "snake_case를 PascalCase로" #: editor/rename_dialog.cpp msgid "Case" msgstr "문자" #: editor/rename_dialog.cpp msgid "To Lowercase" msgstr "소문자화" #: editor/rename_dialog.cpp msgid "To Uppercase" msgstr "대문자화" #: editor/rename_dialog.cpp msgid "Reset" msgstr "되돌리기" #: editor/rename_dialog.cpp msgid "Regular Expression Error:" msgstr "정규 표현식 오류:" #: editor/rename_dialog.cpp msgid "At character %s" msgstr "(문자 %s 위치)" #: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp msgid "Reparent Node" msgstr "부모 노드 다시 지정" #: editor/reparent_dialog.cpp msgid "Select new parent:" msgstr "새 부모를 선택하세요:" #: editor/reparent_dialog.cpp msgid "Keep Global Transform" msgstr "전역 변형 유지" #: editor/reparent_dialog.cpp msgid "Reparent" msgstr "부모 다시 지정" #: editor/run_instances_dialog.cpp msgid "Run Instances" msgstr "여러 인스턴스 실행" #: editor/run_instances_dialog.cpp msgid "Enable Multiple Instances" msgstr "여러 인스턴스 활성화" #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "메인 실행 인자:" #: editor/run_instances_dialog.cpp msgid "Main Feature Tags:" msgstr "메인 기능 태그:" #: editor/run_instances_dialog.cpp msgid "Space-separated arguments, example: host player1 blue" msgstr "" #: editor/run_instances_dialog.cpp msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp msgid "Instance Configuration" msgstr "인스턴스 설정" #: editor/run_instances_dialog.cpp msgid "Override Main Run Args" msgstr "메인 실행 인자 오버라이드" #: editor/run_instances_dialog.cpp msgid "Launch Arguments" msgstr "실행 인자값" #: editor/run_instances_dialog.cpp msgid "Override Main Tags" msgstr "메인 태그 오버라이드" #: editor/run_instances_dialog.cpp msgid "Feature Tags" msgstr "기능 태그" #: editor/scene_create_dialog.cpp msgid "Pick Root Node Type" msgstr "루트 노드 타입 선택" #: editor/scene_create_dialog.cpp msgid "Pick" msgstr "선택" #: editor/scene_create_dialog.cpp msgid "Scene name is empty." msgstr "씬 이름이 비었습니다." #: editor/scene_create_dialog.cpp msgid "File name invalid." msgstr "파일 이름이 잘못되었습니다." #: editor/scene_create_dialog.cpp msgid "File name begins with a dot." msgstr "파일명이 마침표로 시작합니다." #: editor/scene_create_dialog.cpp msgid "File already exists." msgstr "파일이 이미 존재합니다." #: editor/scene_create_dialog.cpp msgid "Leave empty to derive from scene name" msgstr "공란일 경우 씬 이름으로부터 생성합니다" #: editor/scene_create_dialog.cpp msgid "Invalid root node name." msgstr "잘못된 루트 노드 이름입니다." #: editor/scene_create_dialog.cpp msgid "Invalid root node name characters have been replaced." msgstr "루트 노드 이름에 들어갈 수 없는 문자들을 찾아 변경하였습니다." #: editor/scene_create_dialog.cpp msgid "Root Type:" msgstr "루트 유형:" #: editor/scene_create_dialog.cpp editor/scene_tree_dock.cpp msgid "2D Scene" msgstr "2D 씬" #: editor/scene_create_dialog.cpp editor/scene_tree_dock.cpp msgid "3D Scene" msgstr "3D 씬" #: editor/scene_create_dialog.cpp editor/scene_tree_dock.cpp msgid "User Interface" msgstr "유저 인터페이스" #: editor/scene_create_dialog.cpp msgid "Scene Name:" msgstr "씬 이름:" #: editor/scene_create_dialog.cpp msgid "Root Name:" msgstr "루트 이름:" #: editor/scene_create_dialog.cpp msgid "" "When empty, the root node name is derived from the scene name based on the " "\"editor/naming/node_name_casing\" project setting." msgstr "" "공란일 경우, 루트 노드 이름은 프로젝트 속성의 \"editor/naming/" "node_name_casing\" 설정에 따라 씬 이름으로부터 생성됩니다." #: editor/scene_create_dialog.cpp msgid "Scene name is valid." msgstr "씬 이름이 올바릅니다." #: editor/scene_create_dialog.cpp msgid "Root node valid." msgstr "루트 노드가 올바릅니다." #: editor/scene_create_dialog.cpp msgid "Create New Scene" msgstr "씬 만들기" #: editor/scene_tree_dock.cpp msgid "No parent to instantiate a child at." msgstr "자식을 인스턴스화할 부모가 없습니다." #: editor/scene_tree_dock.cpp msgid "No parent to instantiate the scenes at." msgstr "씬을 인스턴스할 수 있는 부모가 없습니다." #: editor/scene_tree_dock.cpp msgid "Error loading scene from %s" msgstr "%s에서 씬 불러오는 중 오류" #: editor/scene_tree_dock.cpp msgid "Error instantiating scene from %s" msgstr "%s에서 씬 인스턴스화 오류" #: editor/scene_tree_dock.cpp msgid "" "Cannot instantiate the scene '%s' because the current scene exists within " "one of its nodes." msgstr "" "노드들 중 하나에 현재 씬이 있기 때문에, '%s' 씬을 인스턴스할 수 없습니다." #: editor/scene_tree_dock.cpp #, fuzzy msgid "Instantiate Scene" msgid_plural "Instantiate Scenes" msgstr[0] "씬 인스턴스화" #: editor/scene_tree_dock.cpp #, fuzzy msgid "Error loading audio stream from %s" msgstr "%s에서 셰이더 불러오는 중 오류" #: editor/scene_tree_dock.cpp #, fuzzy msgid "Create AudioStreamPlayer" msgid_plural "Create AudioStreamPlayers" msgstr[0] "AudioStreamPlayer3D 방출 각도 바꾸기" #: editor/scene_tree_dock.cpp msgid "Replace with Branch Scene" msgstr "가지 씬으로 교체" #: editor/scene_tree_dock.cpp msgid "Instantiate Child Scene" msgstr "자식 씬 인스턴스화" #: editor/scene_tree_dock.cpp msgid "Detach Script" msgstr "스크립트 떼기" #: editor/scene_tree_dock.cpp msgid "This operation can't be done on the tree root." msgstr "이 작업은 트리 루트에서 할 수 없습니다." #: editor/scene_tree_dock.cpp msgid "Move Node in Parent" msgstr "노드를 부모 노드로 이동" #: editor/scene_tree_dock.cpp msgid "Move Nodes in Parent" msgstr "노드들을 부모 노드로 이동" #: editor/scene_tree_dock.cpp msgid "Duplicate Node(s)" msgstr "노드 복제" #: editor/scene_tree_dock.cpp msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." msgstr "" "상속한 씬에서 노드의 부모를 다시 지정할 수 없습니다. 노드 순서는 바뀌지 않습" "니다." #: editor/scene_tree_dock.cpp msgid "Node must belong to the edited scene to become root." msgstr "노드는 루트가 되기 위해선 편집한 씬에 속해야 합니다." #: editor/scene_tree_dock.cpp msgid "Instantiated scenes can't become root" msgstr "인스턴트화된 씬은 루트가 될 수 없습니다" #: editor/scene_tree_dock.cpp msgid "Make node as Root" msgstr "노드를 루트로 만들기" #: editor/scene_tree_dock.cpp #, fuzzy msgid "Delete %d nodes and any children?" msgstr "노드 \"%s\"와(과) 자식을 삭제할까요?" #: editor/scene_tree_dock.cpp msgid "Delete %d nodes?" msgstr "%d개의 노드를 삭제할까요?" #: editor/scene_tree_dock.cpp msgid "Delete the root node \"%s\"?" msgstr "루트 노드 \"%s\"을(를) 삭제할까요?" #: editor/scene_tree_dock.cpp msgid "Delete node \"%s\" and its children?" msgstr "노드 \"%s\"와(과) 자식을 삭제할까요?" #: editor/scene_tree_dock.cpp msgid "Delete node \"%s\"?" msgstr "노드 \"%s\"을(를) 삭제할까요?" #: editor/scene_tree_dock.cpp msgid "Some nodes are referenced by animation tracks." msgstr "노드 몇 개가 애니메이션 트랙에서 참조되고 있습니다." #: editor/scene_tree_dock.cpp msgid "" "Saving the branch as a scene requires having a scene open in the editor." msgstr "가지를 씬으로 저장하려면 에디터에서 씬을 열어야 합니다." #: editor/scene_tree_dock.cpp msgid "" "Saving the branch as a scene requires selecting only one node, but you have " "selected %d nodes." msgstr "" "가지를 씬으로 저장하려면 노드 한 개만 선택해야 하지만, 노드 %d개가 선택되어 " "있습니다." #: editor/scene_tree_dock.cpp msgid "" "Can't save the root node branch as an instantiated scene.\n" "To create an editable copy of the current scene, duplicate it using the " "FileSystem dock context menu\n" "or create an inherited scene using Scene > New Inherited Scene... instead." msgstr "" "루트 노드 가지를 인스턴스된 씬으로 저장할 수 없습니다.\n" "현재 씬의 편집 가능한 복사본을 만드려면, 파일시스템 독 컨텍스트 메뉴를 사용하" "여 복제하거나\n" "상속 씬을 씬 > 새 상속 씬...을 대신 사용하여 만드세요." #: editor/scene_tree_dock.cpp msgid "" "Can't save the branch of an already instantiated scene.\n" "To create a variation of a scene, you can make an inherited scene based on " "the instantiated scene using Scene > New Inherited Scene... instead." msgstr "" "이미 인스턴스된 씬의 가지를 저장할 수 없습니다.\n" "씬의 바리에이션을 만드려면, 인스턴스된 씬을 바탕으로 상속 씬을 씬 > 새 상속 " "씬...을 대신 사용하여 만들 수 있습니다." #: editor/scene_tree_dock.cpp msgid "" "Can't save a branch which is a child of an already instantiated scene.\n" "To save this branch into its own scene, open the original scene, right click " "on this branch, and select \"Save Branch as Scene\"." msgstr "" "이미 인스턴스화된 장면의 하위 항목인 분기를 저장할 수 없습니다.\n" "이 분기를 자체 장면에 저장하려면 원본 장면을 열고 이 분기를 마우스 오른쪽 버" "튼으로 클릭한 다음 \"분기를 장면으로 저장\"을 선택하세요." #: editor/scene_tree_dock.cpp msgid "" "Can't save a branch which is part of an inherited scene.\n" "To save this branch into its own scene, open the original scene, right click " "on this branch, and select \"Save Branch as Scene\"." msgstr "" "상속된 장면의 일부인 분기를 저장할 수 없습니다.\n" "이 분기를 자체 장면에 저장하려면 원본 장면을 열고 이 분기를 마우스 오른쪽 버" "튼으로 클릭한 다음 \"분기를 장면으로 저장\"을 선택하세요." #: editor/scene_tree_dock.cpp msgid "Save New Scene As..." msgstr "새 씬을 다른 이름으로 저장..." #: editor/scene_tree_dock.cpp msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "" "\"editable_instance\"가 비활성화되면 노드의 모든 속성이 디폴트로 복원됩니다." #: editor/scene_tree_dock.cpp msgid "" "Enabling \"Load as Placeholder\" will disable \"Editable Children\" and " "cause all properties of the node to be reverted to their default." msgstr "" "\"자리 표시자로 불러오기\"를 활성화하면 \"편집할 수 있는 자식\" 설정이 비활성" "화되고, 그러면 그 노드의 모든 속성이 기본값으로 복원됩니다." #: editor/scene_tree_dock.cpp msgid "Make Local" msgstr "로컬로 만들기" #: editor/scene_tree_dock.cpp msgid "Can't toggle unique name for nodes in subscene!" msgstr "서브씬 내부 노드의 고유 이름 속성을 변경할 수 없습니다!" #: editor/scene_tree_dock.cpp msgid "Enable Scene Unique Name(s)" msgstr "씬 고유 이름 활성화" #: editor/scene_tree_dock.cpp msgid "Unique names already used by another node in the scene:" msgstr "장면의 다른 노드에서 이미 사용 중인 고유 이름:" #: editor/scene_tree_dock.cpp msgid "Disable Scene Unique Name(s)" msgstr "씬 고유 이름 비활성화" #: editor/scene_tree_dock.cpp msgid "New Scene Root" msgstr "새 씬 루트" #: editor/scene_tree_dock.cpp msgid "Create Root Node:" msgstr "루트 노드 만들기:" #: editor/scene_tree_dock.cpp msgid "Toggle the display of favorite nodes." msgstr "즐겨찾기한 노드들을 보여주거나 숨깁니다." #: editor/scene_tree_dock.cpp msgid "Other Node" msgstr "다른 노드" #: editor/scene_tree_dock.cpp msgid "Paste From Clipboard" msgstr "클립보드에서 붙여넣기" #: editor/scene_tree_dock.cpp msgid "Filters" msgstr "필터" #: editor/scene_tree_dock.cpp msgid "Can't operate on nodes from a foreign scene!" msgstr "다른 씬에서 수행할 수 없는 작업입니다!" #: editor/scene_tree_dock.cpp msgid "Can't operate on nodes the current scene inherits from!" msgstr "상속 씬 내에서 수행할 수 없는 작업입니다!" #: editor/scene_tree_dock.cpp msgid "This operation can't be done on instantiated scenes." msgstr "이 작업은 인스턴스된 씬에서 할 수 없습니다." #: editor/scene_tree_dock.cpp msgid "Attach Script" msgstr "스크립트 붙이기" #: editor/scene_tree_dock.cpp msgid "Set Shader" msgstr "셰이더 설정" #: editor/scene_tree_dock.cpp msgid "Toggle Editable Children" msgstr "자식 편집 토글" #: editor/scene_tree_dock.cpp #, fuzzy msgid "Cut Node(s)" msgstr "키 잘라내기" #: editor/scene_tree_dock.cpp msgid "Remove Node(s)" msgstr "노드 제거" #: editor/scene_tree_dock.cpp msgid "Change type of node(s)" msgstr "노드 타입 바꾸기" #: editor/scene_tree_dock.cpp msgid "This operation requires a single selected node." msgstr "이 작업은 단일 노드가 선택되어야 합니다." #: editor/scene_tree_dock.cpp msgid "" "Couldn't save new scene. Likely dependencies (instances) couldn't be " "satisfied." msgstr "" "씬을 저장할 수 없습니다. 종속 관계 (인스턴스)가 만족되지 않은 것 같습니다." #: editor/scene_tree_dock.cpp msgid "Error saving scene." msgstr "씬 저장 중 오류." #: editor/scene_tree_dock.cpp msgid "Error duplicating scene to save it." msgstr "저장하기 위해 씬 복제 중 오류." #: editor/scene_tree_dock.cpp msgid "Instantiate Script" msgstr "스크립트 인스턴스화" #: editor/scene_tree_dock.cpp msgid "Sub-Resources" msgstr "하위 리소스" #: editor/scene_tree_dock.cpp #, fuzzy msgid "Revoke Unique Name" msgstr "고유 이름으로 액세스" #: editor/scene_tree_dock.cpp msgid "Access as Unique Name" msgstr "고유 이름으로 액세스" #: editor/scene_tree_dock.cpp msgid "Clear Inheritance" msgstr "상속 지우기" #: editor/scene_tree_dock.cpp msgid "Editable Children" msgstr "편집할 수 있는 자식" #: editor/scene_tree_dock.cpp msgid "Load as Placeholder" msgstr "자리 표시자로 불러오기" #: editor/scene_tree_dock.cpp msgid "Auto Expand to Selected" msgstr "선택으로 자동 확장" #: editor/scene_tree_dock.cpp msgid "Center Node on Reparent" msgstr "부모 노드가 바뀌었을 때 노드를 중앙에 정렬" #: editor/scene_tree_dock.cpp msgid "" "If enabled, Reparent to New Node will create the new node in the center of " "the selected nodes, if possible." msgstr "" #: editor/scene_tree_dock.cpp msgid "All Scene Sub-Resources" msgstr "모든 씬 하위 리소스" #: editor/scene_tree_dock.cpp msgid "" "Filter nodes by entering a part of their name, type (if prefixed with \"type:" "\" or \"t:\")\n" "or group (if prefixed with \"group:\" or \"g:\"). Filtering is case-" "insensitive." msgstr "" "노드 이름 / 타입 (그 앞에 \"type:\" 또는 \"t:\") / 그룹 (그 앞에 \"group:\" " "또는 \"g:\")\n" "을 입력하여 노드를 필터링합니다. 대소문자를 구별하지 않습니다." #: editor/scene_tree_dock.cpp msgid "Filter by Type" msgstr "타입으로 필터" #: editor/scene_tree_dock.cpp msgid "Filter by Group" msgstr "그룹으로 필터" #: editor/scene_tree_dock.cpp msgid "Selects all Nodes of the given type." msgstr "주어진 타입의 노드를 모두 선택합니다." #: editor/scene_tree_dock.cpp msgid "" "Selects all Nodes belonging to the given group.\n" "If empty, selects any Node belonging to any group." msgstr "" "주어진 그룹에 속하는 모든 노드를 선택합니다.\n" "비어 있다면, 아무 그룹에 속하는 아무 노드를 선택합니다." #: editor/scene_tree_dock.cpp msgid "" "Cannot attach a script: there are no languages registered.\n" "This is probably because this editor was built with all language modules " "disabled." msgstr "" "스크립트를 붙일 수 없습니다: 언어가 하나도 등록되지 않았습니다.\n" "에디터가 모든 언어 모듈을 비활성화한 채로 빌드되어서 그럴 가능성이 높습니다." #: editor/scene_tree_dock.cpp msgid "Can't paste root node into the same scene." msgstr "루트 노드를 같은 씬 안으로 붙여넣을 수 없습니다." #: editor/scene_tree_dock.cpp #, fuzzy msgid "Paste Node(s) as Sibling of %s" msgstr "노드를 %s의 자식 위치에 붙여넣기" #: editor/scene_tree_dock.cpp msgid "Paste Node(s) as Child of %s" msgstr "노드를 %s의 자식 위치에 붙여넣기" #: editor/scene_tree_dock.cpp msgid "Paste Node(s) as Root" msgstr "노드를 루트가 되게 붙여넣기" #: editor/scene_tree_dock.cpp msgid " at %s" msgstr "%s의 <이름 없음>" #: editor/scene_tree_dock.cpp msgid "(used %d times)" msgstr "(%d회 사용됨)" #: editor/scene_tree_dock.cpp msgid "Batch Rename..." msgstr "일괄 이름 바꾸기..." #: editor/scene_tree_dock.cpp msgid "Add Child Node..." msgstr "자식 노드 추가..." #: editor/scene_tree_dock.cpp msgid "Instantiate Child Scene..." msgstr "자식 씬 인스턴스화..." #: editor/scene_tree_dock.cpp msgid "Expand/Collapse Branch" msgstr "하위 항목 펼치기/접기" #: editor/scene_tree_dock.cpp msgid "Paste as Sibling" msgstr "형제 위치에 붙여넣기" #: editor/scene_tree_dock.cpp msgid "Change Type..." msgstr "타입 바꾸기..." #: editor/scene_tree_dock.cpp msgid "Attach Script..." msgstr "스크립트 붙이기..." #: editor/scene_tree_dock.cpp msgid "Reparent..." msgstr "부모 다시 지정..." #: editor/scene_tree_dock.cpp msgid "Reparent to New Node..." msgstr "새 노드에 부모 노드 다시 지정..." #: editor/scene_tree_dock.cpp msgid "Make Scene Root" msgstr "씬 루트 만들기" #: editor/scene_tree_dock.cpp msgid "Save Branch as Scene..." msgstr "가지를 씬으로 저장하기..." #: editor/scene_tree_dock.cpp msgid "Toggle Access as Unique Name" msgstr "고유 이름으로 액세스 토글" #: editor/scene_tree_dock.cpp msgid "Delete (No Confirm)" msgstr "삭제 (확인 없음)" #: editor/scene_tree_dock.cpp msgid "Add/Create a New Node." msgstr "새 노드를 추가하거나 만듭니다." #: editor/scene_tree_dock.cpp msgid "" "Instantiate a scene file as a Node. Creates an inherited scene if no root " "node exists." msgstr "" "씬 파일을 노드로 인스턴스화합니다. 루트 노드가 없으면 상속된 씬을 만듭니다." #: editor/scene_tree_dock.cpp msgid "Filter: name, t:type, g:group" msgstr "필터: 이름, t:타입, g:그룹" #: editor/scene_tree_dock.cpp msgid "Attach a new or existing script to the selected node." msgstr "선택한 노드에 새 스크립트나 기존 스크립트를 붙입니다." #: editor/scene_tree_dock.cpp msgid "Detach the script from the selected node." msgstr "선택한 노드에서 스크립트를 뗍니다." #: editor/scene_tree_dock.cpp msgid "Extra scene options." msgstr "별도의 씬 옵션입니다." #: editor/scene_tree_dock.cpp msgid "Remote" msgstr "원격" #: editor/scene_tree_dock.cpp msgid "" "If selected, the Remote scene tree dock will cause the project to stutter " "every time it updates.\n" "Switch back to the Local scene tree dock to improve performance." msgstr "" "선택되어 있다면, 원격 씬 트리 독은 그것이 업데이트될 때마다 프로젝트가 끊기" "는 원인이 됩니다.\n" "성능을 향상시키려면 로컬 씬 트리 독으로 다시 전환하세요." #: editor/scene_tree_dock.cpp msgid "Local" msgstr "로컬" #: editor/scene_tree_dock.cpp msgid "Delete Related Animation Tracks" msgstr "관련 애니메이션 트랙 삭제" #: editor/scene_tree_dock.cpp msgid "Clear Inheritance? (No Undo!)" msgstr "상속을 지울까요? (되돌릴 수 없습니다!)" #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Path is empty." msgstr "경로가 비었습니다." #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp msgid "Filename is empty." msgstr "파일 이름이 비었습니다." #: editor/script_create_dialog.cpp msgid "Filename is invalid." msgstr "파일 이름이 잘못되었습니다." #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp msgid "Path is not local." msgstr "경로가 로컬이 아닙니다." #: editor/script_create_dialog.cpp msgid "Base path is invalid." msgstr "베이스 경로가 잘못되었습니다." #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp msgid "A directory with the same name exists." msgstr "같은 이름의 디렉토리가 있습니다." #: editor/script_create_dialog.cpp msgid "File does not exist." msgstr "파일이 존재하지 않습니다." #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp msgid "Invalid extension." msgstr "잘못된 확장자." #: editor/script_create_dialog.cpp msgid "Extension doesn't match chosen language." msgstr "확장명이 선택된 언어와 맞지 않습니다." #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp msgid "Template:" msgstr "템플릿:" #: editor/script_create_dialog.cpp msgid "Error - Could not create script in filesystem." msgstr "오류 - 파일시스템에 스크립트를 만들 수 없습니다." #: editor/script_create_dialog.cpp msgid "Error loading script from %s" msgstr "'%s' 스크립트 불러오는 중 오류" #: editor/script_create_dialog.cpp msgid "Open Script / Choose Location" msgstr "스크립트 열기 / 위치 선택" #: editor/script_create_dialog.cpp msgid "Open Script" msgstr "스크립트 열기" #: editor/script_create_dialog.cpp msgid "Inherit %s" msgstr "%s 상속" #: editor/script_create_dialog.cpp msgid "Inherit" msgstr "상속" #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp #: servers/rendering/shader_preprocessor.cpp msgid "Invalid path." msgstr "잘못된 경로." #: editor/script_create_dialog.cpp msgid "Invalid inherited parent name or path." msgstr "잘못된 상속된 부모 이름 또는 경로." #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp msgid "File exists, it will be reused." msgstr "파일이 있습니다. 재사용될 것입니다." #: editor/script_create_dialog.cpp msgid "" "Note: Built-in scripts have some limitations and can't be edited using an " "external editor." msgstr "" "참고: 내장 스크립트에는 일부 제한 사항이 있으며 외부 에디터를 사용하여 편집" "할 수 없습니다." #: editor/script_create_dialog.cpp msgid "" "Warning: Having the script name be the same as a built-in type is usually " "not desired." msgstr "" "경고: 스크립트 이름을 내장 타입과 같게 정하는 것은 일반적으로 바람직하지 않습" "니다." #: editor/script_create_dialog.cpp msgid "Built-in script (into scene file)." msgstr "내장 스크립트 (씬 파일 안)." #: editor/script_create_dialog.cpp msgid "Using existing script file." msgstr "기존 스크립트 파일을 사용합니다." #: editor/script_create_dialog.cpp msgid "Will load an existing script file." msgstr "기존 스크립트 파일을 불러옵니다." #: editor/script_create_dialog.cpp msgid "Script file already exists." msgstr "스크립트 파일이 이미 있습니다." #: editor/script_create_dialog.cpp msgid "No suitable template." msgstr "적당한 템플릿이 없습니다." #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp msgid "Empty" msgstr "비어 있음" #: editor/script_create_dialog.cpp msgid "Script path/name is valid." msgstr "스크립트의 경로/이름이 올바릅니다." #: editor/script_create_dialog.cpp msgid "Will create a new script file." msgstr "새 스크립트 파일을 만듭니다." #: editor/script_create_dialog.cpp msgid "Built-in Script:" msgstr "내장 스크립트:" #: editor/script_create_dialog.cpp msgid "Attach Node Script" msgstr "노드 스크립트 붙이기" #: editor/shader_create_dialog.cpp msgid "Error - Could not create shader include in filesystem." msgstr "오류 - 파일시스템에 셰이더 인클루드를 만들 수 없습니다." #: editor/shader_create_dialog.cpp msgid "Error - Could not create shader in filesystem." msgstr "오류 - 파일시스템에 셰이더를 만들 수 없습니다." #: editor/shader_create_dialog.cpp msgid "Error loading shader from %s" msgstr "%s에서 셰이더 불러오는 중 오류" #: editor/shader_create_dialog.cpp msgid "N/A" msgstr "해당 없음" #: editor/shader_create_dialog.cpp msgid "Open Shader / Choose Location" msgstr "셰이더 열기 / 위치 선택" #: editor/shader_create_dialog.cpp msgid "Invalid base path." msgstr "잘못된 기본 경로." #: editor/shader_create_dialog.cpp msgid "Wrong extension chosen." msgstr "잘못된 확장자 선택." #: editor/shader_create_dialog.cpp msgid "Note: Built-in shaders can't be edited using an external editor." msgstr "참고: 내장 셰이더는 외부 에디터를 사용하여 편집할 수 없습니다." #: editor/shader_create_dialog.cpp msgid "Built-in shader (into scene file)." msgstr "내장 셰이더 (씬 파일 안)." #: editor/shader_create_dialog.cpp msgid "Will load an existing shader file." msgstr "기존 셰이더 파일을 불러옵니다." #: editor/shader_create_dialog.cpp msgid "Shader file already exists." msgstr "셰이더 파일이 이미 있습니다." #: editor/shader_create_dialog.cpp msgid "Shader path/name is valid." msgstr "셰이더의 경로/이름이 올바릅니다." #: editor/shader_create_dialog.cpp msgid "Will create a new shader file." msgstr "새 셰이더 파일을 만듭니다." #: editor/shader_create_dialog.cpp msgid "Mode:" msgstr "모드:" #: editor/shader_create_dialog.cpp msgid "Built-in Shader:" msgstr "내장 셰이더:" #: editor/shader_create_dialog.cpp msgid "Create Shader" msgstr "셰이더 만들기" #: editor/shader_globals_editor.cpp msgid "Set Shader Global Variable" msgstr "셰이더 전역 변수 설정" #: editor/shader_globals_editor.cpp msgid "Name cannot be empty." msgstr "이름은 비워둘 수 없습니다." #: editor/shader_globals_editor.cpp msgid "Name must be a valid identifier." msgstr "이름은 올바른 식별자여야 합니다." #: editor/shader_globals_editor.cpp msgid "Global shader parameter '%s' already exists." msgstr "글로벌 셰이더 매개변수 '%s'이(가) 이미 있습니다." #: editor/shader_globals_editor.cpp msgid "Name '%s' is a reserved shader language keyword." msgstr "'%s'는 셰이더 언어의 예약된 키워드입니다." #: editor/shader_globals_editor.cpp msgid "Add Shader Global Parameter" msgstr "셰이더 전역 파라미터 추가" #: editor/surface_upgrade_tool.cpp msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " "meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " "Tools' menu. You can ignore this message and keep using outdated meshes, but " "keep in mind that this leads to increased load times every time you load the " "project." msgstr "" #: editor/surface_upgrade_tool.cpp msgid "" "This project uses meshes with an outdated mesh format. Check the output log." msgstr "" "이 프로젝트는 오래된 형식의 메시를 사용합니다. 출력 패널에서 로그를 확인하세" "요." #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" msgstr "프로젝트의 모든 리소스 내보내기" #: editor/surface_upgrade_tool.cpp msgid "Attempting to re-save " msgstr "다시 저장을 시도하고 있습니다. " #: editor/surface_upgrade_tool.cpp msgid "Attempting to remove " msgstr "제거를 시도하고 있습니다. " #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" "If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" "\n" "You can still use your existing meshes as is. The engine will update each " "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" "Godot 4.2에서 메시 포맷이 변경되어, 기존에 불러온 메시와 Godot 내에서 작성한 " "메시를 모두 수정해야 합니다. 엔진은 해당 메시를 사용하기 위해 포맷을 업데이트" "해야 합니다. \n" "\n" "만약 현재 프로젝트가 Godot 4.2 이전 버전에서 작성되었고 메시가 포함되어있다" "면, 이 변환 툴을 추천합니다. 이 업데이트는 에디터를 재시작하며 몇 분의 시간" "이 걸립니다. 업그레이드 시 프로젝트 내 메시는 Godot 4.2 이전 버전에서 호환되" "지 않습니다.\n" "\n" "메시를 그대로 둘 수 있습니다. 엔진은 각 메시를 메모리에 업데이트하지만 저장" "을 하지는 않습니다. 만약 메시를 그대로 둘 경우 프로젝트를 불러올 때마다 오랜 " "시간이 걸릴 것입니다." #: editor/surface_upgrade_tool.cpp msgid "Restart & Upgrade" msgstr "재시작 및 업그레이드" #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "이 패널을 화면 %d 위에 창으로 띄웁니다." #: editor/window_wrapper.cpp msgid "" "Make this panel floating.\n" "Right-click to open the screen selector." msgstr "" "이 패널을 창으로 띄웁니다.\n" "우클릭으로 화면 선택기를 엽니다." #: editor/window_wrapper.cpp msgid "Select Screen" msgstr "화면 선택" #: modules/csg/editor/csg_gizmos.cpp msgid "Change Cylinder Radius" msgstr "원기둥 반지름 바꾸기" #: modules/csg/editor/csg_gizmos.cpp msgid "Change Cylinder Height" msgstr "원기둥 높이 바꾸기" #: modules/csg/editor/csg_gizmos.cpp msgid "Change Torus Inner Radius" msgstr "도넛 내부 반지름 바꾸기" #: modules/csg/editor/csg_gizmos.cpp msgid "Change Torus Outer Radius" msgstr "도넛 외부 반지름 바꾸기" #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Invalid type argument to convert(), use TYPE_* constants." msgstr "'%s'을(를) 생성하기 위한 인수가 올바르지 않습니다" #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." msgstr "배열 크기 변경..." #: modules/gdscript/gdscript_utility_functions.cpp msgid "Step argument is zero!" msgstr "" #: modules/gdscript/gdscript_utility_functions.cpp msgid "Not a script with an instance" msgstr "" #: modules/gdscript/gdscript_utility_functions.cpp msgid "Not based on a script" msgstr "" #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Not based on a resource file" msgstr "리소스를 불러오지 못했습니다." #: modules/gdscript/gdscript_utility_functions.cpp msgid "Invalid instance dictionary format (missing @path)" msgstr "" #: modules/gdscript/gdscript_utility_functions.cpp msgid "Invalid instance dictionary format (can't load script at @path)" msgstr "" #: modules/gdscript/gdscript_utility_functions.cpp msgid "Invalid instance dictionary format (invalid script at @path)" msgstr "" #: modules/gdscript/gdscript_utility_functions.cpp msgid "Invalid instance dictionary (invalid subclasses)" msgstr "" #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot instantiate GDScript class." msgstr "스크립트 인스턴스화" #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Value of type '%s' can't provide a length." msgstr "'%s' 유형의 개체를 인덱싱할 수 없습니다." #: modules/gdscript/gdscript_utility_functions.cpp msgid "" "Invalid type argument for is_instance_of(), use TYPE_* constants for built-" "in types." msgstr "" #: modules/gdscript/gdscript_utility_functions.cpp msgid "Type argument is a previously freed instance." msgstr "" #: modules/gdscript/gdscript_utility_functions.cpp msgid "" "Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " "class or a script." msgstr "" #: modules/gdscript/gdscript_utility_functions.cpp msgid "Value argument is a previously freed instance." msgstr "" #: modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp msgid "Export Scene to glTF 2.0 File" msgstr "씬을 glTF 2.0 파일으로 내보내기" #: modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp msgid "Export Settings:" msgstr "내보내기 설정:" #: modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp msgid "glTF 2.0 Scene..." msgstr "glTF 2.0 씬..." #: modules/gltf/editor/editor_scene_importer_blend.cpp #, fuzzy msgid "Path does not contain a Blender installation." msgstr "Blender 실행 파일의 경로가 올바릅니다." #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Can't execute Blender binary." msgstr "" #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Unexpected --version output from Blender binary at: %s." msgstr "" #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Path supplied lacks a Blender binary." msgstr "" #: modules/gltf/editor/editor_scene_importer_blend.cpp #, fuzzy msgid "This Blender installation is too old for this importer (not 3.0+)." msgstr "Blender 실행 파일의 경로가 올바릅니다 (자동 감지됨)." #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Path to Blender installation is valid (Autodetected)." msgstr "Blender 실행 파일의 경로가 올바릅니다 (자동 감지됨)." #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Path to Blender installation is valid." msgstr "Blender 실행 파일의 경로가 올바릅니다." #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Configure Blender Importer" msgstr "Blender 임포터 설정" #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "" "Blender 3.0+ is required to import '.blend' files.\n" "Please provide a valid path to a Blender installation:" msgstr "" "'.blend' 파일을 가져오기 위해서는 3.0버전 이상의 Blender가 필요합니다.\n" "Blender 실행 파일이 있는 경로를 제공해 주세요:" #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Disable '.blend' Import" msgstr "'.blend' 가져오기 비활성화" #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "" "Disables Blender '.blend' files import for this project. Can be re-enabled " "in Project Settings." msgstr "" "이 프로젝트에서 Bleder '.blend' 파일 가져오기를 비활성화합니다. 프로젝트 설정" "에서 다시 활성화할 수 있습니다." #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "Disabling '.blend' file import requires restarting the editor." msgstr "" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Next Plane" msgstr "다음 평면" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Previous Plane" msgstr "이전 평면" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Plane:" msgstr "평면:" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Next Floor" msgstr "다음 층" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Previous Floor" msgstr "이전 층" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Floor:" msgstr "층:" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "GridMap Delete Selection" msgstr "그리드맵 선택 항목 삭제" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "GridMap Fill Selection" msgstr "그리드맵 선택 항목 채우기" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "GridMap Paste Selection" msgstr "그리드맵 선택 붙여넣기" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "GridMap Paint" msgstr "그리드맵 칠하기" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "GridMap Selection" msgstr "그리드맵 선택" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Edit X Axis" msgstr "X 축 편집" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Edit Y Axis" msgstr "Y 축 편집" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Edit Z Axis" msgstr "Z 축 편집" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Cursor Rotate X" msgstr "커서 X 회전" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Cursor Rotate Y" msgstr "커서 Y 회전" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Cursor Rotate Z" msgstr "커서 Z 회전" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate X" msgstr "커서 X 역회전" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate Y" msgstr "커서 Y 역회전" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate Z" msgstr "커서 Z 역회전" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Cursor Clear Rotation" msgstr "커서 회전 지우기" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Paste Selects" msgstr "선택 항목 붙여넣기" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Cut Selection" msgstr "선택 항목 잘라내기" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Clear Selection" msgstr "선택 항목 지우기" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Fill Selection" msgstr "선택 항목 채우기" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Grid Map" msgstr "그리드맵" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "GridMap Settings" msgstr "그리드맵 설정" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Pick Distance:" msgstr "거리 선택:" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Filter Meshes" msgstr "메시 필터" #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Give a MeshLibrary resource to this GridMap to use its meshes." msgstr "메시를 사용하려면 이 GridMap에 MeshLibrary 리소스를 주세요." #: modules/interactive_music/audio_stream_interactive.cpp #, fuzzy msgid "All Clips" msgstr "애니메이션 클립" #: modules/interactive_music/audio_stream_interactive.cpp #, fuzzy msgid "Add Clip" msgstr "오디오 클립" #: modules/interactive_music/audio_stream_playlist.cpp #: modules/interactive_music/audio_stream_synchronized.cpp #, fuzzy msgid "Add Stream" msgstr "항목 추가" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Disabled" msgstr "비활성화된 항목" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp msgid "Fade-In" msgstr "" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp msgid "Fade-Out" msgstr "" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp msgid "Cross-Fade" msgstr "" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Automatic" msgstr "자동 자르기" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Edit Transitions" msgstr "전환 편집..." #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp msgid "Using Any Clip -> %s." msgstr "" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp msgid "Using %s -> Any Clip." msgstr "" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp msgid "Using All Clips -> Any Clip." msgstr "" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "No transition available." msgstr "사용 가능한 설명이 없습니다." #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Next Beat" msgstr "다음 평면" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Next Bar" msgstr "다음 평면" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp msgid "Clip End" msgstr "" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp msgctxt "Transition Time Position" msgid "Same" msgstr "" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgctxt "Transition Time Position" msgid "Start" msgstr "시작" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgctxt "Transition Time Position" msgid "Prev" msgstr "미리보기" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "From / To" msgstr "소스로부터" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Any Clip" msgstr "애니메이션 클립" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp msgid "AudioStreamInteractive Transition Editor" msgstr "" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Use Transition:" msgstr "전환:" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Transition From:" msgstr "전환:" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Transition To:" msgstr "전환:" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Same Position" msgstr "위치" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Clip Start" msgstr "시작" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Prev Position" msgstr "위치" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Fade Mode:" msgstr "실행 모드:" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Fade Beats:" msgstr "마디당 비트:" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp msgid "Filler Clip:" msgstr "" #: modules/interactive_music/editor/audio_stream_interactive_editor_plugin.cpp #, fuzzy msgid "Hold Previous:" msgstr "이전 찾기" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Determining optimal atlas size" msgstr "최적의 아틀라스 크기 찾는 중" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Blitting albedo and emission" msgstr "알베도와 에미션을 블리팅하는 중" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Plotting mesh into acceleration structure %d/%d" msgstr "메시를 가속 구조에 그리는 중 %d/%d" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Optimizing acceleration structure" msgstr "가속 구조를 최적화하는 중" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Begin Bake" msgstr "굽기 시작" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Preparing shaders" msgstr "셰이더 준비 중" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Un-occluding geometry" msgstr "지오메트리 오클루전 해제 중" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Plot direct lighting" msgstr "직접 조명 그리기" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Integrate indirect lighting" msgstr "간접 조명 통합" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Integrate indirect lighting %d%%" msgstr "간접 라이팅 통합 %d%%" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Baking lightprobes" msgstr "라이트 프로브 굽는 중" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Integrating light probes %d%%" msgstr "라이트 프로브 통합 중 %d%%" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Denoising" msgstr "노이즈 제거 중" #: modules/lightmapper_rd/lightmapper_rd.cpp msgid "Retrieving textures" msgstr "텍스쳐 받아오는 중" #: modules/mono/csharp_script.cpp msgid "Class name can't be a reserved keyword" msgstr "클래스 이름은 키워드가 될 수 없음" #: modules/mono/csharp_script.cpp msgid "Class name must be a valid identifier" msgstr "클래스 이름은 올바른 식별자여야 함" #: modules/mono/glue/runtime_interop.cpp msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "디코딩할 바이트가 모자라거나 잘못된 형식입니다." #: modules/mono/mono_gd/gd_mono.cpp msgid "" "Unable to load .NET runtime, no compatible version was found.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" "en-us/download and restart Godot." msgstr "" #: modules/mono/mono_gd/gd_mono.cpp msgid "Failed to load .NET runtime" msgstr ".NET 런타임을 불러오지 못함" #: modules/mono/mono_gd/gd_mono.cpp msgid "" "Unable to find the .NET assemblies directory.\n" "Make sure the '%s' directory exists and contains the .NET assemblies." msgstr "" #: modules/mono/mono_gd/gd_mono.cpp msgid ".NET assemblies not found" msgstr ".NET 어셈블리를 찾을 수 없음" #: modules/mono/mono_gd/gd_mono.cpp msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" "Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" "en-us/download and restart Godot." msgstr "" #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "%d (%s)" msgstr "%d (%s)" #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "%s/s" msgstr "%s/s" #. TRANSLATORS: This is the label for the network profiler's incoming bandwidth. #: modules/multiplayer/editor/editor_network_profiler.cpp msgctxt "Network" msgid "Down" msgstr "다운" #. TRANSLATORS: This is the label for the network profiler's outgoing bandwidth. #: modules/multiplayer/editor/editor_network_profiler.cpp msgctxt "Network" msgid "Up" msgstr "업" #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "Incoming RPC" msgstr "수신 RPC" #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "Outgoing RPC" msgstr "발신 RPC" #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "Synchronizer" msgstr "동기화" #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "Config" msgstr "구성" #: modules/multiplayer/editor/editor_network_profiler.cpp msgid "Count" msgstr "양" #: modules/multiplayer/editor/multiplayer_editor_plugin.cpp msgid "Network Profiler" msgstr "네트워크 프로파일러" #: modules/multiplayer/editor/multiplayer_editor_plugin.cpp #, fuzzy msgid "Replication" msgstr "리플리케이트" #: modules/multiplayer/editor/multiplayer_editor_plugin.cpp #, fuzzy msgid "Toggle Replication Bottom Panel" msgstr "설정 패널 토글" #: modules/multiplayer/editor/replication_editor.cpp msgid "Select a replicator node in order to pick a property to add to it." msgstr "리플리케이터 노드를 선택하고 추가할 속성을 고르세요." #: modules/multiplayer/editor/replication_editor.cpp msgid "Not possible to add a new property to synchronize without a root." msgstr "루트 없이는 동기화할 속성을 추가할 수 없습니다." #: modules/multiplayer/editor/replication_editor.cpp msgid "Property is already being synchronized." msgstr "속성이 이미 동기화되어 있습니다." #: modules/multiplayer/editor/replication_editor.cpp msgid "Add property to synchronizer" msgstr "싱크로나이저에 속성 추가" #: modules/multiplayer/editor/replication_editor.cpp msgid "Pick a node to synchronize:" msgstr "동기화할 노드를 고르세요:" #: modules/multiplayer/editor/replication_editor.cpp msgid "Add property to sync..." msgstr "동기화할 속성 추가..." #: modules/multiplayer/editor/replication_editor.cpp msgid "Add from path" msgstr "경로에서 추가" #: modules/multiplayer/editor/replication_editor.cpp #, fuzzy msgid "Pin replication editor" msgstr "에디터에서 열기" #: modules/multiplayer/editor/replication_editor.cpp msgid "Spawn" msgstr "소환" #: modules/multiplayer/editor/replication_editor.cpp msgid "Replicate" msgstr "리플리케이트" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" "drag them from the inspector and drop them here." msgstr "" "위의 버튼을 이용하여 속성을 추가하거나\n" "인스펙터에서 끌어와서 여기에 놓으세요." #: modules/multiplayer/editor/replication_editor.cpp msgid "Please select a MultiplayerSynchronizer first." msgstr "MultiplayerSynchronizer를 먼저 선택해 주세요." #: modules/multiplayer/editor/replication_editor.cpp msgid "The MultiplayerSynchronizer needs a root path." msgstr "MultiplayerSynchronizer는 루트 경로가 있어야 합니다." #: modules/multiplayer/editor/replication_editor.cpp msgid "Property/path must not be empty." msgstr "속성/경로는 비워둘 수 없습니다." #: modules/multiplayer/editor/replication_editor.cpp msgid "Invalid property path: '%s'" msgstr "잘못된 속성 경로: \"%s\"." #: modules/multiplayer/editor/replication_editor.cpp msgid "Set spawn property" msgstr "소환 속성 설정" #: modules/multiplayer/editor/replication_editor.cpp msgid "Set sync property" msgstr "동기화 속성 설정" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Each MultiplayerSynchronizer can have no more than 64 watched properties." msgstr "각 MultiplayerSynchronizer는 64개보다 많은 속성을 감시할 수 없습니다." #: modules/multiplayer/editor/replication_editor.cpp msgid "Delete Property?" msgstr "속성을 삭제할까요?" #: modules/multiplayer/editor/replication_editor.cpp msgid "Remove Property" msgstr "속성 삭제" #: modules/multiplayer/editor/replication_editor.cpp msgid "Property of this type not supported." msgstr "이런 타입의 속성은 지원하지 않습니다." #: modules/multiplayer/editor/replication_editor.cpp msgctxt "Replication Mode" msgid "Never" msgstr "" #: modules/multiplayer/editor/replication_editor.cpp msgctxt "Replication Mode" msgid "Always" msgstr "" #: modules/multiplayer/editor/replication_editor.cpp #, fuzzy msgctxt "Replication Mode" msgid "On Change" msgstr "바꾸기" #: modules/multiplayer/multiplayer_spawner.cpp msgid "" "A valid NodePath must be set in the \"Spawn Path\" property in order for " "MultiplayerSpawner to be able to spawn Nodes." msgstr "" "MultiplayerSpawner가 노드를 소환하려면 \"소환 경로\" 속성에서 올바른 NodePath" "가 설정되어 있어야 합니다." #: modules/multiplayer/multiplayer_synchronizer.cpp msgid "" "A valid NodePath must be set in the \"Root Path\" property in order for " "MultiplayerSynchronizer to be able to synchronize properties." msgstr "" "MultiplayerSynchronizer가 속성을 동기화하려면 \"루트 경로\" 속성에서 올바른 " "NodePath가 설정되어 있어야 합니다." #: modules/navigation/editor/navigation_mesh_editor_plugin.cpp #: scene/3d/navigation_region_3d.cpp msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "" "이 노드가 작동하려면 NavigationMesh 리소스를 설정하거나 만들어야 합니다." #: modules/navigation/editor/navigation_mesh_editor_plugin.cpp msgid "" "Cannot generate navigation mesh because it does not belong to the edited " "scene. Make it unique first." msgstr "" "이것은 편집 중인 씬에 속한 것이 아니어서 네비게이션 메시를 만들 수 없습니다. " "먼저 리소스를 유일하게 만드세요." #: modules/navigation/editor/navigation_mesh_editor_plugin.cpp msgid "" "Cannot generate navigation mesh because it belongs to a resource which was " "imported." msgstr "" "이것은 가져오기된 리소스에 속한 것이라서 네비게이션 메시를 만들 수 없습니다." #: modules/navigation/editor/navigation_mesh_editor_plugin.cpp msgid "" "Cannot generate navigation mesh because the resource was imported from " "another type." msgstr "" "리소스가 다른 타입으로부터 가져와진 것이라서 네비게이션 메시를 만들 수 없습니" "다." #: modules/navigation/editor/navigation_mesh_editor_plugin.cpp msgid "Bake NavigationMesh" msgstr "NavigationMesh 굽기" #: modules/navigation/editor/navigation_mesh_editor_plugin.cpp msgid "" "Bakes the NavigationMesh by first parsing the scene for source geometry and " "then creating the navigation mesh vertices and polygons." msgstr "" #: modules/navigation/editor/navigation_mesh_editor_plugin.cpp msgid "Clear NavigationMesh" msgstr "NavigationMesh 비우기" #: modules/navigation/editor/navigation_mesh_editor_plugin.cpp msgid "Clears the internal NavigationMesh vertices and polygons." msgstr "" #: modules/noise/editor/noise_editor_plugin.cpp msgid "Toggles whether the noise preview is computed in 3D space." msgstr "노이즈 미리보기를 3D 공간에서 연산할 지 설정합니다." #: modules/openxr/editor/openxr_action_editor.cpp msgid "Rename Action" msgstr "액션 이름 바꾸기" #: modules/openxr/editor/openxr_action_editor.cpp msgid "Rename Actions Localized name" msgstr "액션의 현지화된 이름 바꾸기" #: modules/openxr/editor/openxr_action_editor.cpp msgid "Change Action Type" msgstr "액션 타입 바꾸기" #: modules/openxr/editor/openxr_action_editor.cpp msgid "Remove action" msgstr "액션 제거" #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Add action set" msgstr "액션 세트 추가" #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Remove action set" msgstr "액션 세트 제거" #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Add interaction profile" msgstr "상호작용 프로필 추가" #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Error loading %s: %s." msgstr "%s 불러오는 중 오류: %s." #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Error saving file %s: %s" msgstr "파일 %s 저장 중 오류: %s" #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "OpenXR Action map:" msgstr "OpenXR 액션 맵:" #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Remove interaction profile" msgstr "상호작용 프로필 제거" #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Action Map" msgstr "액션 맵" #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Add Action Set" msgstr "액션 세트 추가" #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Add an action set." msgstr "액션 세트를 추가합니다." #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Add profile" msgstr "프로필 추가" #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Add an interaction profile." msgstr "상호작용 프로필을 추가합니다." #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save this OpenXR action map." msgstr "이 OpenXR 액션 맵을 저장합니다." #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Reset to default OpenXR action map." msgstr "기본 OpenXR 액션 맵으로 되돌립니다." #: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Action Sets" msgstr "액션 세트" #: modules/openxr/editor/openxr_action_set_editor.cpp msgid "Rename Action Set" msgstr "액션 세트 이름 바꾸기" #: modules/openxr/editor/openxr_action_set_editor.cpp msgid "Rename Action Sets Localized name" msgstr "액션 세트의 현지화된 이름 바꾸기" #: modules/openxr/editor/openxr_action_set_editor.cpp msgid "Change Action Sets priority" msgstr "액션 세트 우선순위 바꾸기" #: modules/openxr/editor/openxr_action_set_editor.cpp msgid "Add action" msgstr "액션 추가" #: modules/openxr/editor/openxr_action_set_editor.cpp msgid "Delete action" msgstr "액션 삭제" #: modules/openxr/editor/openxr_action_set_editor.cpp #, fuzzy msgid "Add action." msgstr "액션 추가" #: modules/openxr/editor/openxr_action_set_editor.cpp #, fuzzy msgid "Remove action set." msgstr "액션 세트 제거" #: modules/openxr/editor/openxr_editor_plugin.cpp #, fuzzy msgid "OpenXR Action Map" msgstr "OpenXR 액션 맵:" #: modules/openxr/editor/openxr_editor_plugin.cpp #, fuzzy msgid "Toggle OpenXR Action Map Bottom Panel" msgstr "OpenXR 액션 맵" #: modules/openxr/editor/openxr_interaction_profile_editor.cpp msgid "Remove action from interaction profile" msgstr "액션을 상호작용 프로필로부터 제거" #: modules/openxr/editor/openxr_interaction_profile_editor.cpp msgid "Add binding" msgstr "바인딩 추가" #: modules/openxr/editor/openxr_interaction_profile_editor.cpp msgid "Remove binding" msgstr "바인딩 제거" #: modules/openxr/editor/openxr_interaction_profile_editor.cpp msgid "Pose" msgstr "자세" #: modules/openxr/editor/openxr_interaction_profile_editor.cpp msgid "Haptic" msgstr "햅틱" #: modules/openxr/editor/openxr_interaction_profile_editor.cpp msgid "Unknown" msgstr "알 수 없음" #: modules/openxr/editor/openxr_select_action_dialog.cpp msgid "Select an action" msgstr "액션을 선택하세요" #: modules/openxr/editor/openxr_select_interaction_profile_dialog.cpp #, fuzzy msgid "Select an interaction profile" msgstr "상호작용 프로필을 추가합니다." #: modules/openxr/editor/openxr_select_runtime.cpp msgid "Choose an XR runtime." msgstr "XR 런타임을 선택하세요." #: modules/openxr/scene/openxr_composition_layer.cpp msgid "" "Cannot use the same SubViewport with multiple OpenXR composition layers. " "Clear it from its current layer first." msgstr "" #: modules/openxr/scene/openxr_composition_layer.cpp #, fuzzy msgid "OpenXR composition layers must have an XROrigin3D node as their parent." msgstr "XRController3D의 부모 노드는 반드시 XROrigin3D 노드여야 합니다." #: modules/openxr/scene/openxr_composition_layer.cpp msgid "" "OpenXR composition layers must have orthonormalized transforms (ie. no scale " "or shearing)." msgstr "" #: modules/openxr/scene/openxr_composition_layer.cpp msgid "" "Hole punching won't work as expected unless the sort order is less than zero." msgstr "" #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Package name is missing." msgstr "트래커 이름이 설정되지 않았습니다." #: platform/android/export/export_plugin.cpp msgid "Package segments must be of non-zero length." msgstr "" #: platform/android/export/export_plugin.cpp #, fuzzy msgid "The character '%s' is not allowed in Android application package names." msgstr "다음 문자들을 태그에 넣을 수 없습니다: %s." #: platform/android/export/export_plugin.cpp msgid "A digit cannot be the first character in a package segment." msgstr "" #: platform/android/export/export_plugin.cpp msgid "The character '%s' cannot be the first character in a package segment." msgstr "" #: platform/android/export/export_plugin.cpp msgid "The package must have at least one '.' separator." msgstr "" #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Error creating keystores directory:" msgstr "임시 디렉터리 만드는 중..." #: platform/android/export/export_plugin.cpp msgid "Invalid public key for APK expansion." msgstr "APK 확장에 잘못된 공개 키입니다." #: platform/android/export/export_plugin.cpp msgid "Invalid package name:" msgstr "잘못된 패키지 이름:" #: platform/android/export/export_plugin.cpp msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "플러그인을 사용하려면 \"Gradle 빌드 사용\"이 활성화되어야 합니다." #: platform/android/export/export_plugin.cpp msgid "OpenXR requires \"Use Gradle Build\" to be enabled" msgstr "OpenXR을 사용하려면 \"Gradle 빌드 사용\"이 활성화되어야 합니다" #: platform/android/export/export_plugin.cpp #, fuzzy msgid "" "\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " "enabled." msgstr "" "\"AAB 내보내기\"는 \"Gradle 빌드 사용\"가 활성화된 경우에만 유효합니다." #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" "\"AAB 내보내기\"는 \"Gradle 빌드 사용\"가 활성화된 경우에만 유효합니다." #: platform/android/export/export_plugin.cpp msgid "" "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" "\"최소 SDK\"는 \"Gradle 빌드 사용\"가 활성화된 경우에만 오버라이드할 수 있습" "니다." #: platform/android/export/export_plugin.cpp msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "" "\"최소 SDK\"는 올바른 정수여야 하지만, 다음 값은 올바르지 않습니다(\"%s\")." #: platform/android/export/export_plugin.cpp msgid "" "\"Min SDK\" cannot be lower than %d, which is the version needed by the " "Godot library." msgstr "" "\"최소 SDK\"는 Godot 라이브러리에 필요한 버전인 %d보다 낮을 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "" "\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" "\"대상 SDK\"는 \"Use Gradle Build\"가 활성화된 경우에만 재정의할 수 있습니다." #: platform/android/export/export_plugin.cpp msgid "" "\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "" "\"대상 SDK\"는 올바른 정수여야 하지만, 다음 값은 올바르지 않습니다(\"%s\")." #: platform/android/export/export_plugin.cpp msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version." msgstr "\"대상 SDK\" 버전은 \"최소 SDK\" 버전보다 크거나 같아야 합니다." #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp msgid "Select device from the list" msgstr "목록에서 기기 선택" #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp msgid "Running on %s" msgstr "%s에서 실행" #: platform/android/export/export_plugin.cpp msgid "Exporting APK..." msgstr "APK로 내보내는 중..." #: platform/android/export/export_plugin.cpp msgid "Uninstalling..." msgstr "제거 중..." #: platform/android/export/export_plugin.cpp msgid "Installing to device, please wait..." msgstr "기기에 설치 중, 기다려 주세요..." #: platform/android/export/export_plugin.cpp msgid "Could not install to device: %s" msgstr "기기에 설치할 수 없음: %s" #: platform/android/export/export_plugin.cpp msgid "Running on device..." msgstr "기기에서 실행 중..." #: platform/android/export/export_plugin.cpp msgid "Could not execute on device." msgstr "기기에서 실행할 수 없었습니다." #: platform/android/export/export_plugin.cpp msgid "" "Error: There was a problem validating the keystore username and password" msgstr "" #: platform/android/export/export_plugin.cpp msgid "Exporting to Android when using C#/.NET is experimental." msgstr "" #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Android architecture %s not supported in C# projects." msgstr "'hint_depth_texture'는 '%s' 셰이더에서 지원되지 않습니다." #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Custom Android source template not found." msgstr "커스텀 릴리스 템플릿을 찾을 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "" "Android build template not installed in the project. Install it from the " "Project menu." msgstr "" "프로젝트에 Android 빌드 템플릿을 설치하지 않았습니다. 프로젝트 메뉴에서 설치" "하세요." #: platform/android/export/export_plugin.cpp msgid "" "Either Debug Keystore, Debug User AND Debug Password settings must be " "configured OR none of them." msgstr "" "Debug Keystore, Debug User 및 Debug Password 설정을 구성하거나 그 중 어느 것" "도 없어야 합니다." #: platform/android/export/export_plugin.cpp msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "Debug keystore를 에디터 설정과 프리셋에 구성하지 않았습니다." #: platform/android/export/export_plugin.cpp msgid "" "Either Release Keystore, Release User AND Release Password settings must be " "configured OR none of them." msgstr "" "Release Keystore, Release User 및 Release Password 설정을 구성하거나 그 중 어" "느 것도 없어야 합니다." #: platform/android/export/export_plugin.cpp msgid "Release keystore incorrectly configured in the export preset." msgstr "내보내기 프리셋에 출시 keystorke가 잘못 구성되어 있습니다." #: platform/android/export/export_plugin.cpp #, fuzzy msgid "A valid Java SDK path is required in Editor Settings." msgstr "에디터 설정에서 올바른 Android SDK 경로가 필요합니다." #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Invalid Java SDK path in Editor Settings." msgstr "에디터 설정에서 잘못된 Android SDK 경로입니다." #: platform/android/export/export_plugin.cpp msgid "Missing 'bin' directory!" msgstr "'bin' 디렉토리가 누락되어 있습니다!" #: platform/android/export/export_plugin.cpp msgid "Unable to find 'java' command using the Java SDK path." msgstr "" #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Please check the Java SDK directory specified in Editor Settings." msgstr "에디터 설정에서 지정된 Android SDK 디렉토리를 확인해주세요." #: platform/android/export/export_plugin.cpp msgid "A valid Android SDK path is required in Editor Settings." msgstr "에디터 설정에서 올바른 Android SDK 경로가 필요합니다." #: platform/android/export/export_plugin.cpp msgid "Invalid Android SDK path in Editor Settings." msgstr "에디터 설정에서 잘못된 Android SDK 경로입니다." #: platform/android/export/export_plugin.cpp msgid "Missing 'platform-tools' directory!" msgstr "'platform-tools' 디렉토리가 누락되어 있습니다!" #: platform/android/export/export_plugin.cpp msgid "Unable to find Android SDK platform-tools' adb command." msgstr "Android SDK platform-tools의 adb 명령을 찾을 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "Please check in the Android SDK directory specified in Editor Settings." msgstr "에디터 설정에서 지정된 Android SDK 디렉토리를 확인해주세요." #: platform/android/export/export_plugin.cpp msgid "Missing 'build-tools' directory!" msgstr "'build-tools' 디렉토리가 누락되어 있습니다!" #: platform/android/export/export_plugin.cpp msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "Android SDK build-tools의 apksigner 명령을 찾을 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "" "\"Target SDK\" %d is higher than the default version %d. This may work, but " "wasn't tested and may be unstable." msgstr "" "\"대상 SDK\"(%d)는 기본 버전(%d)보다 높아야 합니다. 이것은 동작하지만, 테스트" "되지 않았고 불안정할 수 있습니다." #: platform/android/export/export_plugin.cpp msgid "" "The \"%s\" renderer is designed for Desktop devices, and is not suitable for " "Android devices." msgstr "" "\"%s\" 렌더러는 데스크톱 기기용으로 설계되었고, Android 기기에 적합하지 않습" "니다." #: platform/android/export/export_plugin.cpp msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "\"%s\" 렌더러에서 \"최소 SDK\"는 %d보다 크거나 같아야 합니다." #: platform/android/export/export_plugin.cpp #, fuzzy msgid "" "The project name does not meet the requirement for the package name format " "and will be updated to \"%s\". Please explicitly specify the package name if " "needed." msgstr "" "프로젝트 이름이 패키지 이름 서식의 요구사항을 맞추지 못합니다. 패키지 이름을 " "명시적으로 지정해 주세요." #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp #, fuzzy msgid "Code Signing" msgstr "DMG 코드 서명 중" #: platform/android/export/export_plugin.cpp msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " "to execute. Please check that you have the correct version installed for " "your target sdk version. The resulting %s is unsigned." msgstr "" "Android SDK 'build-tools' 디렉토리에 있는 모든 'apksigner' 도구를 실행하지 못" "했습니다. 대상 SDK 버전에 맞는 버전이 설치되어 있는지 확인해주세요. 결과물" "(%s)은 서명되지 않았습니다." #: platform/android/export/export_plugin.cpp msgid "" "'apksigner' could not be found. Please check that the command is available " "in the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" "'apksigner'를 찾을 수 없습니다. 명령이 Android SDK build-tools 디렉토리에서 " "사용 가능한지 확인해주세요. 결과물(%s)은 서명되지 않았습니다." #: platform/android/export/export_plugin.cpp msgid "Signing debug %s..." msgstr "디버그 %s에 서명 중..." #: platform/android/export/export_plugin.cpp msgid "Signing release %s..." msgstr "출시 %s에 서명 중..." #: platform/android/export/export_plugin.cpp msgid "Could not find keystore, unable to export." msgstr "keystore를 찾을 수 없어, 내보낼 수 없었습니다." #: platform/android/export/export_plugin.cpp msgid "Could not start apksigner executable." msgstr "apksigner 실행 파일을 시작할 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "'apksigner' returned with error #%d" msgstr "'apksigner'가 오류 #%d로 반환되었습니다" #: platform/android/export/export_plugin.cpp msgid "" "output: \n" "%s" msgstr "" "출력:\n" "%s" #: platform/android/export/export_plugin.cpp msgid "Verifying %s..." msgstr "%s 검증 중..." #: platform/android/export/export_plugin.cpp msgid "'apksigner' verification of %s failed." msgstr "%s의 'apksigner' 검증에 실패했습니다." #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #, fuzzy msgid "Target folder does not exist or is inaccessible: \"%s\"" msgstr "즐겨찾기 폴더가 더 이상 존재하지 않으며 제거됩니다." #: platform/android/export/export_plugin.cpp msgid "Exporting for Android" msgstr "Android로 내보내기" #: platform/android/export/export_plugin.cpp msgid "Invalid filename! Android App Bundle requires the *.aab extension." msgstr "잘못된 파일명! Android App Bundle에는 * .aab 확장자가 필요합니다." #: platform/android/export/export_plugin.cpp msgid "APK Expansion not compatible with Android App Bundle." msgstr "APK 확장은 Android App Bundle과 호환되지 않습니다." #: platform/android/export/export_plugin.cpp msgid "Invalid filename! Android APK requires the *.apk extension." msgstr "잘못된 파일이름입니다! Android APK는 *.apk 확장자가 필요합니다." #: platform/android/export/export_plugin.cpp msgid "Unsupported export format!" msgstr "지원되지 않는 내보내기 형식입니다!" #: platform/android/export/export_plugin.cpp msgid "" "Trying to build from a gradle built template, but no version info for it " "exists. Please reinstall from the 'Project' menu." msgstr "" "Gradle 빌드 템플릿으로 빌드하려 했으나, 버전 정보가 없습니다. '프로젝트' 메뉴" "에서 다시 설치해주세요." #: platform/android/export/export_plugin.cpp msgid "" "Java SDK path must be configured in Editor Settings at 'export/android/" "java_sdk_path'." msgstr "" #: platform/android/export/export_plugin.cpp msgid "" "Android SDK path must be configured in Editor Settings at 'export/android/" "android_sdk_path'." msgstr "" #: platform/android/export/export_plugin.cpp msgid "Unable to overwrite res/*.xml files with project name." msgstr "res/*.xml 파일을 프로젝트 이름으로 덮어쓸 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "Could not export project files to gradle project." msgstr "프로젝트 파일을 gradle 프로젝트로 내보낼 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "Could not write expansion package file!" msgstr "확장 패키지 파일을 쓸 수 없었습니다!" #: platform/android/export/export_plugin.cpp msgid "Building Android Project (gradle)" msgstr "Android 프로젝트 빌드 중 (gradle)" #: platform/android/export/export_plugin.cpp msgid "Building of Android project failed, check output for the error:" msgstr "Android 프로젝트의 빌드에 실패했습니다, 출력된 오류를 확인하세요:" #: platform/android/export/export_plugin.cpp msgid "Moving output" msgstr "출력 이동 중" #: platform/android/export/export_plugin.cpp msgid "Unable to copy and rename export file:" msgstr "내보내기 파일을 복사하고 이름을 바꿀 수 없습니다:" #: platform/android/export/export_plugin.cpp msgid "Package not found: \"%s\"." msgstr "패키지를 찾을 수 없음: \"%s\"." #: platform/android/export/export_plugin.cpp msgid "Creating APK..." msgstr "APK를 만드는 중..." #: platform/android/export/export_plugin.cpp msgid "Could not find template APK to export: \"%s\"." msgstr "내보낼 템플릿 APK를 찾을 수 없음: \"%s\"." #: platform/android/export/export_plugin.cpp msgid "" "Missing libraries in the export template for the selected architectures: %s. " "Please build a template with all required libraries, or uncheck the missing " "architectures in the export preset." msgstr "" "선택된 아키텍처를 위한 내보내기 템플릿에 라이브러리가 누락되어 있습니다: %s. " "모든 필수 라이브러리를 가지고 템플릿을 빌드하거나, 내보내기 프리셋에서 누락" "된 아키텍처를 선택 취소하세요." #: platform/android/export/export_plugin.cpp msgid "Adding files..." msgstr "파일을 추가하는 중..." #: platform/android/export/export_plugin.cpp msgid "Could not export project files." msgstr "프로젝트 파일을 내보낼 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "Aligning APK..." msgstr "APK를 정렬 중..." #: platform/android/export/export_plugin.cpp msgid "Could not unzip temporary unaligned APK." msgstr "임시 정렬되지 않은 APK의 압축을 풀 수 없었습니다." #: platform/ios/export/export_plugin.cpp msgid "App Store Team ID not specified." msgstr "Apple 스토어 팀 ID가 지정되지 않았습니다." #: platform/ios/export/export_plugin.cpp msgid "Invalid Identifier:" msgstr "잘못된 식별자:" #: platform/ios/export/export_plugin.cpp msgid "At least one file timestamp access reason should be selected." msgstr "" #: platform/ios/export/export_plugin.cpp msgid "At least one disk space access reason should be selected." msgstr "" #: platform/ios/export/export_plugin.cpp msgid "At least one system boot time access reason should be selected." msgstr "" #: platform/ios/export/export_plugin.cpp msgid "Export Icons" msgstr "아이콘 내보내기" #: platform/ios/export/export_plugin.cpp #, fuzzy msgid "Could not open a directory at path \"%s\"." msgstr "디렉토리를 만들 수 없음: \"%s\"." #: platform/ios/export/export_plugin.cpp #, fuzzy msgid "Could not write to a file at path \"%s\"." msgstr "파일에 쓸 수 없음: \"%s\"." #: platform/ios/export/export_plugin.cpp #, fuzzy msgid "Exporting for iOS (Project Files Only)" msgstr "IOS로 내보내기" #: platform/ios/export/export_plugin.cpp msgid "Exporting for iOS" msgstr "IOS로 내보내기" #: platform/ios/export/export_plugin.cpp #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Prepare Templates" msgstr "템플릿 준비" #: platform/ios/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp msgid "Export template not found." msgstr "내보내기 템플릿을 찾을 수 없습니다." #: platform/ios/export/export_plugin.cpp msgid "" "Unexpected files found in the export destination directory \"%s.xcodeproj\", " "delete it manually or select another destination." msgstr "" #: platform/ios/export/export_plugin.cpp msgid "" "Unexpected files found in the export destination directory \"%s\", delete it " "manually or select another destination." msgstr "" #: platform/ios/export/export_plugin.cpp msgid "Failed to create the directory: \"%s\"" msgstr "디렉토리를 만들 수 없음: \"%s\"" #: platform/ios/export/export_plugin.cpp #: platform/linuxbsd/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp #, fuzzy msgid "Could not create and open the directory: \"%s\"" msgstr "디렉토리를 만들 수 없음: \"%s\"." #: platform/ios/export/export_plugin.cpp #, fuzzy msgid "iOS Plugins" msgstr "플러그인(Plugin)" #: platform/ios/export/export_plugin.cpp msgid "Failed to export iOS plugins with code %d. Please check the output log." msgstr "" #: platform/ios/export/export_plugin.cpp #, fuzzy msgid "Could not create a directory at path \"%s\"." msgstr "디렉토리를 만들 수 없음: \"%s\"." #: platform/ios/export/export_plugin.cpp msgid "" "Requested template library '%s' not found. It might be missing from your " "template archive." msgstr "" #: platform/ios/export/export_plugin.cpp msgid "ARM64 simulator library, generating from device library." msgstr "" #: platform/ios/export/export_plugin.cpp msgid "Unable to generate ARM64 simulator library." msgstr "" #: platform/ios/export/export_plugin.cpp #, fuzzy msgid "Could not copy a file at path \"%s\" to \"%s\"." msgstr "경로 \"%s\"에서 파일을 열지 못했습니다." #: platform/ios/export/export_plugin.cpp #, fuzzy msgid "Could not access the filesystem." msgstr "오류 - 파일시스템에 셰이더를 만들 수 없습니다." #: platform/ios/export/export_plugin.cpp #, fuzzy msgid "Failed to create a file at path \"%s\" with code %d." msgstr "서브폴더 \"%s\"을(를) 만들 수 없습니다." #: platform/ios/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp msgid "Code signing failed, see editor log for details." msgstr "코드 서명에 실패했습니다. 자세한 사항은 에디터 로그를 참조하세요." #: platform/ios/export/export_plugin.cpp msgid "Xcode Build" msgstr "" #: platform/ios/export/export_plugin.cpp msgid "Failed to run xcodebuild with code %d" msgstr "" #: platform/ios/export/export_plugin.cpp msgid "Xcode project build failed, see editor log for details." msgstr "" "Xcode 프로젝트 빌드에 실패했습니다. 자세한 사항은 에디터 로그를 참조하세요." #: platform/ios/export/export_plugin.cpp msgid ".ipa export failed, see editor log for details." msgstr ".ipa 내보내기에 실패했습니다. 자세한 사항은 에디터 로그를 참조하세요." #: platform/ios/export/export_plugin.cpp msgid "" ".ipa can only be built on macOS. Leaving Xcode project without building the " "package." msgstr "" ".ipa는 macOS에서만 빌드할 수 있습니다. 패키지를 빌드하지 않고 Xcode 프로젝트" "를 종료합니다." #: platform/ios/export/export_plugin.cpp msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS." msgstr "C#/.NET 사용 중 IOS로 내보내기는 실험적이며 MacOS가 필요합니다." #: platform/ios/export/export_plugin.cpp msgid "Exporting to iOS when using C#/.NET is experimental." msgstr "C#/.NET 사용 중 IOS로 내보내기는 실험적입니다." #: platform/ios/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp msgid "Invalid additional PList content: " msgstr "" #: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.h #, fuzzy msgid "Identifier is missing." msgstr "아이콘 크기 \"%d\"가 없습니다." #: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.h #, fuzzy msgid "The character '%s' is not allowed in Identifier." msgstr "다음 문자들을 태그에 넣을 수 없습니다: %s." #: platform/ios/export/export_plugin.cpp msgid "Could not start simctl executable." msgstr "simctl 실행 파일을 시작할 수 없었습니다." #: platform/ios/export/export_plugin.cpp msgid "Installation failed, see editor log for details." msgstr "설치에 실패했습니다. 자세한 사항은 에디터 로그를 참조하세요." #: platform/ios/export/export_plugin.cpp msgid "Running failed, see editor log for details." msgstr "실행에 실패했습니다. 자세한 사항은 에디터 로그를 참조하세요." #: platform/ios/export/export_plugin.cpp msgid "Could not start ios-deploy executable." msgstr "ios-deploy 실행 파일을 시작할 수 없습니다." #: platform/ios/export/export_plugin.cpp msgid "Installation/running failed, see editor log for details." msgstr "설치/실행에 실패했습니다. 자세한 사항은 에디터 로그를 참조하세요." #: platform/ios/export/export_plugin.cpp #, fuzzy msgid "Could not start device executable." msgstr "simctl 실행 파일을 시작할 수 없었습니다." #: platform/ios/export/export_plugin.cpp #, fuzzy msgid "Could not start devicectl executable." msgstr "simctl 실행 파일을 시작할 수 없었습니다." #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #, fuzzy msgid "Debug Script Export" msgstr "GDScript 내보내기 모드:" #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp msgid "Could not open file \"%s\"." msgstr "파일 \"%s\"를 열 수 없습니다." #: platform/linuxbsd/export/export_plugin.cpp msgid "Debug Console Export" msgstr "" #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp msgid "Could not create console wrapper." msgstr "콘솔 래퍼(console wrapper)를 만들 수 없습니다." #: platform/linuxbsd/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Failed to open executable file \"%s\"." msgstr "파일 \"%s\"를 실행할 수 없습니다." #: platform/linuxbsd/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Executable file header corrupted." msgstr "실행 파일 헤더가 손상되었습니다." #: platform/linuxbsd/export/export_plugin.cpp msgid "32-bit executables cannot have embedded data >= 4 GiB." msgstr "32비트 실행 파일은 4GiB 이상의 데이터를 포함하지 못합니다." #: platform/linuxbsd/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Executable \"pck\" section not found." msgstr "실행 파일의 \"pck\" 섹션을 찾을 수 없습니다." #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp #, fuzzy msgid "Stop and uninstall" msgstr "다운로드 및 설치" #: platform/linuxbsd/export/export_plugin.cpp msgid "Run on remote Linux/BSD system" msgstr "원격 Linux/BSD 시스템에서 실행" #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Stop and uninstall running project from the remote system" msgstr "" #: platform/linuxbsd/export/export_plugin.cpp msgid "Run exported project on remote Linux/BSD system" msgstr "내보낸 프로젝트를 원격 Linux/BSD 시스템에서 실행" #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Running..." msgstr "실행 중..." #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Could not create temp directory:" msgstr "임시 디렉터리를 만들 수 없음:" #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Exporting project..." msgstr "프로젝트 내보내는 중..." #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Creating temporary directory..." msgstr "임시 디렉터리 만드는 중..." #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Uploading archive..." msgstr "압축 파일 업로드하는 중..." #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Uploading scripts..." msgstr "스크립트 업로드하는 중..." #: platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Starting project..." msgstr "프로젝트 시작 중..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp #: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "모든 파일" #: platform/macos/export/export_plugin.cpp msgid "Invalid bundle identifier:" msgstr "잘못된 bundle 식별자:" #: platform/macos/export/export_plugin.cpp msgid "App Store distribution with ad-hoc code signing is not supported." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Notarization with an ad-hoc signature is not supported." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Apple Team ID is required for App Store distribution." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Apple Team ID is required for notarization." msgstr "공증을 위해서 Apple Team ID가 필요합니다." #: platform/macos/export/export_plugin.cpp msgid "Provisioning profile is required for App Store distribution." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Installer signing identity is required for App Store distribution." msgstr "App Store 배포를 위해 설치 프로그램 서명 ID가 필요합니다." #: platform/macos/export/export_plugin.cpp msgid "App sandbox is required for App Store distribution." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "'rcodesign' doesn't support signing applications with embedded dynamic " "libraries (GDExtension or .NET)." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Code signing is required for App Store distribution." msgstr "App Store 배포를 위해 코드 서명이 필요합니다." #: platform/macos/export/export_plugin.cpp msgid "Code signing is required for notarization." msgstr "공증을 위해서 코드 서명이 필요합니다." #: platform/macos/export/export_plugin.cpp msgid "" "Neither Apple ID name nor App Store Connect issuer ID name not specified." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "Both Apple ID name and App Store Connect issuer ID name are specified, only " "one should be set at the same time." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Apple ID password not specified." msgstr "Apple ID 비밀번호가 지정되지 않았습니다." #: platform/macos/export/export_plugin.cpp msgid "App Store Connect API key ID not specified." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "App Store Connect issuer ID name not specified." msgstr "App Store Connect 발급자 ID 이름이 지정되지 않았습니다." #: platform/macos/export/export_plugin.cpp msgid "Microphone access is enabled, but usage description is not specified." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Camera access is enabled, but usage description is not specified." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "Location information access is enabled, but usage description is not " "specified." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Address book access is enabled, but usage description is not specified." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Calendar access is enabled, but usage description is not specified." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "Photo library access is enabled, but usage description is not specified." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Notarization" msgstr "공증" #: platform/macos/export/export_plugin.cpp msgid "" "rcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Could not start rcodesign executable." msgstr "rcodesign 실행 파일을 시작할 수 없습니다." #: platform/macos/export/export_plugin.cpp msgid "Notarization failed, see editor log for details." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Notarization request UUID: \"%s\"" msgstr "Notarization 요청 UUID: \"%s\"" #: platform/macos/export/export_plugin.cpp msgid "The notarization process generally takes less than an hour." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "You can check progress manually by opening a Terminal and running the " "following command:" msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Xcode command line tools are not installed." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Could not start xcrun executable." msgstr "xcrun 실행 파일을 시작하지 못했습니다." #: platform/macos/export/export_plugin.cpp msgid "Built-in CodeSign failed with error \"%s\"." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Built-in CodeSign require regex module." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "Xrcodesign path is not set. Configure rcodesign path in the Editor Settings " "(Export > macOS > rcodesign)." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "Could not start codesign executable, make sure Xcode command line tools are " "installed." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Cannot sign file %s." msgstr "파일 %s를 서명할 수 없습니다." #: platform/macos/export/export_plugin.cpp msgid "Relative symlinks are not supported, exported \"%s\" might be broken!" msgstr "" #: platform/macos/export/export_plugin.cpp msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated." msgstr "" #: platform/macos/export/export_plugin.cpp #, fuzzy msgid "PKG Creation" msgstr "POT 생성" #: platform/macos/export/export_plugin.cpp msgid "Could not start productbuild executable." msgstr "productbuild 실행 파일을 시작할 수 없었습니다." #: platform/macos/export/export_plugin.cpp msgid "`productbuild` failed." msgstr "`productbuild` 가 실패했습니다." #: platform/macos/export/export_plugin.cpp #, fuzzy msgid "DMG Creation" msgstr "방향" #: platform/macos/export/export_plugin.cpp msgid "Could not start hdiutil executable." msgstr "hdiutil 실행 파일을 시작할 수 없었습니다." #: platform/macos/export/export_plugin.cpp msgid "`hdiutil create` failed - file exists." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "`hdiutil create` failed." msgstr "`hdiutil create` 가 실패했습니다." #: platform/macos/export/export_plugin.cpp msgid "Exporting for macOS" msgstr "macOS로 내보내는 중" #: platform/macos/export/export_plugin.cpp msgid "Creating app bundle" msgstr "앱 번들 생성" #: platform/macos/export/export_plugin.cpp msgid "Could not find template app to export: \"%s\"." msgstr "내보낼 템플릿 앱을 찾을 수 없음: \"%s\"." #: platform/macos/export/export_plugin.cpp msgid "Invalid export format." msgstr "잘못된 내보내기 템플릿입니다." #: platform/macos/export/export_plugin.cpp msgid "Could not create directory: \"%s\"." msgstr "디렉토리를 만들 수 없음: \"%s\"." #: platform/macos/export/export_plugin.cpp msgid "Could not create directory \"%s\"." msgstr "디렉토리를 만들 수 없음: \"%s\"." #: platform/macos/export/export_plugin.cpp msgid "" "Relative symlinks are not supported on this OS, the exported project might " "be broken!" msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Could not created symlink \"%s\" -> \"%s\"." msgstr "바로가기 파일 \"%s\" -> \"%s\"를 만들 수 없습니다." #: platform/macos/export/export_plugin.cpp msgid "Could not open \"%s\"." msgstr "\"%s\"를 열 수 없습니다." #: platform/macos/export/export_plugin.cpp msgid "" "Requested template binary \"%s\" not found. It might be missing from your " "template archive." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Making PKG" msgstr "PKG 만드는 중" #: platform/macos/export/export_plugin.cpp #, fuzzy msgid "Entitlements Modified" msgstr "잘못된 자격 파일." #: platform/macos/export/export_plugin.cpp msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "'rcodesign' doesn't support signing applications with embedded dynamic " "libraries." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Could not create entitlements file." msgstr "자격 파일을 만들 수 없습니다." #: platform/macos/export/export_plugin.cpp msgid "Could not create helper entitlements file." msgstr "도우미 자격 파일을 생성할 수 없습니다." #: platform/macos/export/export_plugin.cpp msgid "Code signing bundle" msgstr "번들 코드 서명 중" #: platform/macos/export/export_plugin.cpp msgid "Making DMG" msgstr "DMG 만드는 중" #: platform/macos/export/export_plugin.cpp msgid "Code signing DMG" msgstr "DMG 코드 서명 중" #: platform/macos/export/export_plugin.cpp msgid "Making PKG installer" msgstr "PKG 인스톨러 생성 중" #: platform/macos/export/export_plugin.cpp msgid "Making ZIP" msgstr "ZIP 만드는 중" #: platform/macos/export/export_plugin.cpp msgid "" "Notarization requires the app to be archived first, select the DMG or ZIP " "export format instead." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Sending archive for notarization" msgstr "Notarization을 위해 아카이브 전송 중" #: platform/macos/export/export_plugin.cpp msgid "" "Cannot export for universal or x86_64 if S3TC BPTC texture format is " "disabled. Enable it in the Project Settings (Rendering > Textures > VRAM " "Compression > Import S3TC BPTC)." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "Cannot export for universal or arm64 if ETC2 ASTC texture format is " "disabled. Enable it in the Project Settings (Rendering > Textures > VRAM " "Compression > Import ETC2 ASTC)." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Notarization: Xcode command line tools are not installed." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "Notarization: rcodesign path is not set. Configure rcodesign path in the " "Editor Settings (Export > macOS > rcodesign)." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "Warning: Notarization is disabled. The exported project will be blocked by " "Gatekeeper if it's downloaded from an unknown source." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "Code signing is disabled. The exported project will not run on Macs with " "enabled Gatekeeper and Apple Silicon powered Macs." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "Code signing: Using ad-hoc signature. The exported project will be blocked " "by Gatekeeper" msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Code signing: Xcode command line tools are not installed." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" "Code signing: rcodesign path is not set. Configure rcodesign path in the " "Editor Settings (Export > macOS > rcodesign)." msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Run on remote macOS system" msgstr "" #: platform/macos/export/export_plugin.cpp msgid "Run exported project on remote macOS system" msgstr "" #: platform/web/export/export_plugin.cpp msgid "Could not open template for export: \"%s\"." msgstr "내보내기 템플릿을 열 수 없음: \"%s\"." #: platform/web/export/export_plugin.cpp msgid "Invalid export template: \"%s\"." msgstr "잘못된 내보내기 템플릿: \"%s\"." #: platform/web/export/export_plugin.cpp msgid "Could not write file: \"%s\"." msgstr "파일에 쓸 수 없음: \"%s\"." #: platform/web/export/export_plugin.cpp #, fuzzy msgid "Icon Creation" msgstr "들여쓰기" #: platform/web/export/export_plugin.cpp msgid "Could not read file: \"%s\"." msgstr "파일을 읽을 수 없음: \"%s\"." #: platform/web/export/export_plugin.cpp msgid "PWA" msgstr "" #: platform/web/export/export_plugin.cpp msgid "" "Exporting to Web is currently not supported in Godot 4 when using C#/.NET. " "Use Godot 3 to target Web with C#/Mono instead." msgstr "" "C#/.NET을 사용하는 Godot 4에서는 아직 웹으로 내보내기를 지원하지 않습니다. 필" "요하다면 대신 C#/Mono를 사용하는 Godot 3을 사용하세요." #: platform/web/export/export_plugin.cpp msgid "" "If this project does not use C#, use a non-C# editor build to export the " "project." msgstr "" "프로젝트가 C#을 사용하지 않는다면, C# 빌드가 아닌 에디터를 사용해서 프로젝트" "를 내보내세요." #: platform/web/export/export_plugin.cpp msgid "Could not read HTML shell: \"%s\"." msgstr "HTML shell을 읽을 수 없음: \"%s\"." #: platform/web/export/export_plugin.cpp msgid "Run in Browser" msgstr "브라우저에서 실행" #: platform/web/export/export_plugin.cpp #, fuzzy msgid "Start HTTP Server" msgstr "HTTP 서버 멈추기" #: platform/web/export/export_plugin.cpp #, fuzzy msgid "Re-export Project" msgstr "프로젝트 가져오기" #: platform/web/export/export_plugin.cpp msgid "Stop HTTP Server" msgstr "HTTP 서버 멈추기" #: platform/web/export/export_plugin.cpp msgid "Run exported HTML in the system's default browser." msgstr "내보낸 HTML을 시스템의 기본 브라우저를 사용하여 실행합니다." #: platform/web/export/export_plugin.cpp #, fuzzy msgid "Start the HTTP server." msgstr "HTTP 서버 멈추기" #: platform/web/export/export_plugin.cpp msgid "Export project again to account for updates." msgstr "" #: platform/web/export/export_plugin.cpp #, fuzzy msgid "Stop the HTTP server." msgstr "HTTP 서버 멈추기" #: platform/web/export/export_plugin.cpp msgid "Could not create HTTP server directory: %s." msgstr "HTTP 서버 디렉토리를 만들 수 없음: %s." #: platform/web/export/export_plugin.cpp msgid "Error starting HTTP server: %d." msgstr "HTTP 서버를 시작하는 중 오류: %d." #: platform/windows/export/export_plugin.cpp #, fuzzy msgid "Resources Modification" msgstr "리소스 경로" #: platform/windows/export/export_plugin.cpp msgid "Icon size \"%d\" is missing." msgstr "아이콘 크기 \"%d\"가 없습니다." #: platform/windows/export/export_plugin.cpp msgid "Failed to rename temporary file \"%s\"." msgstr "임시 파일 \"%s\"의 이름을 바꾸지 못했습니다." #: platform/windows/export/export_plugin.cpp msgid "Invalid icon path." msgstr "잘못된 아이콘 경로입니다." #: platform/windows/export/export_plugin.cpp msgid "Invalid file version." msgstr "잘못된 파일 버전입니다." #: platform/windows/export/export_plugin.cpp msgid "Invalid product version." msgstr "잘못된 제품 버전입니다." #: platform/windows/export/export_plugin.cpp msgid "Could not find rcedit executable at \"%s\"." msgstr "\"%s\"에서 rcedit 실행 파일을 찾지 못했습니다." #: platform/windows/export/export_plugin.cpp msgid "Could not find wine executable at \"%s\"." msgstr "\"%s\"에서 wine 실행 파일을 찾지 못했습니다." #: platform/windows/export/export_plugin.cpp msgid "Invalid icon file \"%s\"." msgstr "아이콘 파일 \"%s\"은 올바르지 않습니다." #: platform/windows/export/export_plugin.cpp msgid "" "Could not start rcedit executable. Configure rcedit path in the Editor " "Settings (Export > Windows > rcedit), or disable \"Application > Modify " "Resources\" in the export preset." msgstr "" "rcedit을 실행하지 못했습니다. 에디터 설정 (내보내기 > Windows > rcedit)에서 " "rcedit의 경로를 지정하거나, 내보내기 프리셋에서 \"어플리케이션 > 리소스 수정" "\"을 비활성화하세요." #: platform/windows/export/export_plugin.cpp msgid "rcedit failed to modify executable: %s." msgstr "rcedit으로 실행 파일을 수정하지 못했습니다: %s." #: platform/windows/export/export_plugin.cpp msgid "Could not find signtool executable at \"%s\"." msgstr "\"%s\"에서 signtool 실행 파일을 찾지 못했습니다." #: platform/windows/export/export_plugin.cpp msgid "Could not find osslsigncode executable at \"%s\"." msgstr "\"%s\"에서 osslsigncode 실행 파일을 찾지 못했습니다." #: platform/windows/export/export_plugin.cpp msgid "No identity found." msgstr "아이덴티티를 찾을 수 없습니다." #: platform/windows/export/export_plugin.cpp msgid "Invalid identity type." msgstr "잘못된 아이덴티티 타입입니다." #: platform/windows/export/export_plugin.cpp msgid "Invalid timestamp server." msgstr "잘못된 타임스탬프 서버입니다." #: platform/windows/export/export_plugin.cpp msgid "" "Could not start signtool executable. Configure signtool path in the Editor " "Settings (Export > Windows > signtool), or disable \"Codesign\" in the " "export preset." msgstr "" "signtool을 실행하지 못했습니다. 에디터 설정 (내보내기 > Windows > signtool)에" "서 signtool의 경로를 지정하거나, 내보내기 프리셋에서 \"코드 서명\"을 비활성화" "하세요." #: platform/windows/export/export_plugin.cpp msgid "" "Could not start osslsigncode executable. Configure signtool path in the " "Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" " "in the export preset." msgstr "" "osslsigncode을 실행하지 못했습니다. 에디터 설정 (내보내기 > Windows > " "osslsigncode)에서 osslsigncode의 경로를 지정하거나, 내보내기 프리셋에서 \"코" "드 서명\"을 비활성화하세요." #: platform/windows/export/export_plugin.cpp msgid "Signtool failed to sign executable: %s." msgstr "signtool으로 실행 파일을 서명하지 못했습니다: %s." #: platform/windows/export/export_plugin.cpp msgid "Failed to remove temporary file \"%s\"." msgstr "임시 파일 \"%s\"를 제거하지 못했습니다." #: platform/windows/export/export_plugin.cpp msgid "" "The rcedit tool must be configured in the Editor Settings (Export > Windows " "> rcedit) to change the icon or app information data." msgstr "" "앱 아이콘이나 정보를 바꾸기 위해선 에디터 설정 (내보내기 > Windows > rcedit)" "에서 rcedit 도구를 설정해야 합니다." #: platform/windows/export/export_plugin.cpp msgid "Windows executables cannot be >= 4 GiB." msgstr "Windows 실행 파일은 4GiB보다 클 수 없습니다." #: platform/windows/export/export_plugin.cpp msgid "Run on remote Windows system" msgstr "원격 Windows 시스템에서 실행" #: platform/windows/export/export_plugin.cpp msgid "Run exported project on remote Windows system" msgstr "내보낸 프로젝트를 원격 Windows 시스템에서 실행" #: scene/2d/animated_sprite_2d.cpp #, fuzzy msgid "" "A SpriteFrames resource must be created or set in the \"Sprite Frames\" " "property in order for AnimatedSprite2D to display frames." msgstr "" "AnimatedSprite2D가 프레임을 보여주기 위해서는 \"Frames\" 속성에서 " "SpriteFrames 리소스를 만들거나 설정해야 합니다." #: scene/2d/canvas_modulate.cpp msgid "" "Only one visible CanvasModulate is allowed per canvas.\n" "When there are more than one, only one of them will be active. Which one is " "undefined." msgstr "" "CanvasModulate는 캔버스 당 단 하나만 보일 수 있습니다.\n" "여러 개 존재할 경우 하나만 작동하고 나머지는 무시됩니다. 어느 것이 작동할지" "는 알 수 없습니다." #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" "CPUParticles2D 애니메이션에는 \"Particles Animation\"이 활성화된 " "CanvasItemMaterial을 사용해야 합니다." #: scene/2d/gpu_particles_2d.cpp scene/3d/gpu_particles_3d.cpp msgid "" "A material to process the particles is not assigned, so no behavior is " "imprinted." msgstr "" "파티클을 처리할 머티리얼이 할당되지 않았으므로, 아무런 동작도 찍히지 않습니" "다." #: scene/2d/gpu_particles_2d.cpp msgid "" "Particles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" "Particles2D 애니메이션은 \"Particles Animation\"이 활성화되어 있는 " "CanvasItemMaterial을 사용해야 합니다." #: scene/2d/gpu_particles_2d.cpp scene/3d/gpu_particles_3d.cpp msgid "" "Particle trails are only available when using the Forward+ or Mobile " "rendering backends." msgstr "" "파티클 트레일은 Forward+ 또는 모바일 렌더링 백엔드를 사용할 경우에만 쓸 수 있" "습니다." #: scene/2d/gpu_particles_2d.cpp msgid "" "Particle sub-emitters are not available when using the GL Compatibility " "rendering backend." msgstr "파티클 서브이미터는 GL 호환성 백엔드를 사용할 때는 쓸 수 없습니다." #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." msgstr "라이트 모양의 텍스처는 반드시 \"Texture\" 속성에 지정해야 합니다." #: scene/2d/light_occluder_2d.cpp msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." msgstr "" "이 Occluder를 반영하려면 Occluder 폴리곤을 설정해야 (혹은 그려야) 합니다." #: scene/2d/light_occluder_2d.cpp msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "Occluder 폴리곤이 비어있습니다. 폴리곤을 그려주세요." #: scene/2d/navigation_agent_2d.cpp msgid "" "The NavigationAgent2D can be used only under a Node2D inheriting parent node." msgstr "" "NavigationAgent2D는 Node2D 기반의 부모 노드 아래에서만 사용할 수 있습니다." #: scene/2d/navigation_link_2d.cpp msgid "" "NavigationLink2D start position should be different than the end position to " "be useful." msgstr "" "NavigationLink2D의 시작점은 끝점과 다르게 설정하는 편이 유용할 것입니다." #: scene/2d/navigation_region_2d.cpp msgid "" "A NavigationMesh resource must be set or created for this node to work. " "Please set a property or draw a polygon." msgstr "" "이 노드가 작동하려면 NavigationMesh 리소스를 설정하거나 만들어야 합니다. 속성" "을 설정하거나 폴리곤을 그려주세요." #: scene/2d/parallax_layer.cpp msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." msgstr "" "ParallaxLayer는 ParallaxBackground 노드의 자식 노드로 있을 때만 작동합니다." #: scene/2d/path_2d.cpp msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D는 Path2D 노드의 자식 노드로 있을 때만 작동합니다." #: scene/2d/physics/collision_object_2d.cpp msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " "define its shape." msgstr "" "이 노드는 모양이 없어서 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" "CollisionShape2D 또는 CollisionPolygon2D를 자식 노드로 추가하여 모양을 정의하" "는 것을 고려하세요." #: scene/2d/physics/collision_polygon_2d.cpp msgid "" "CollisionPolygon2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." msgstr "" "CollisionPolygon2D는 CollisionObject2D 기반 노드에 콜리전 모양을 지정하는 용" "도로만 사용됩니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, " "CharacterBody2D 등의 자식으로만 사용해주세요." #: scene/2d/physics/collision_polygon_2d.cpp msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "빈 CollisionPolygon2D는 콜리전에 영향을 주지 않습니다." #: scene/2d/physics/collision_polygon_2d.cpp msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." msgstr "잘못된 폴리곤. 적어도 '솔리드' 빌드 모드에서 점 3개가 필요합니다." #: scene/2d/physics/collision_polygon_2d.cpp msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." msgstr "잘못된 폴리곤. 적어도 '세그먼트' 빌드 모드에서 점 2개가 필요합니다." #: scene/2d/physics/collision_polygon_2d.cpp #: scene/2d/physics/collision_shape_2d.cpp msgid "" "The One Way Collision property will be ignored when the collision object is " "an Area2D." msgstr "충돌 오브젝트가 Area2D일 경우 일방향 충돌 속성은 무시됩니다." #: scene/2d/physics/collision_shape_2d.cpp #, fuzzy msgid "" "CollisionShape2D only serves to provide a collision shape to a " "CollisionObject2D derived node.\n" "Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " "CharacterBody2D, etc. to give them a shape." msgstr "" "CollisionShape2D는 CollisionObject2D 기반 노드에 콜리전 모양을 지정하는 용도" "로만 사용됩니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, " "CharacterBody2D 등의 자식으로만 사용해주세요." #: scene/2d/physics/collision_shape_2d.cpp msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" "CollisionShape2D가 작동하려면 반드시 모양이 있어야 합니다. 모양 리소스를 만들" "어주세요!" #: scene/2d/physics/collision_shape_2d.cpp msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " "CollisionShape2D node. Please use the CollisionPolygon2D node instead." msgstr "" "폴리곤 기반 모양은 CollisionShape2D에 추가하거나 거기서 편집하게끔 설계하지 " "않았습니다. 대신 CollisionPolygon2D 노드를 사용하십시오." #: scene/2d/physics/joints/joint_2d.cpp msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "노드 A와 노드 B는 PhysicsBody2D여야 합니다" #: scene/2d/physics/joints/joint_2d.cpp msgid "Node A must be a PhysicsBody2D" msgstr "노드 A는 PhysicsBody2D여야 합니다" #: scene/2d/physics/joints/joint_2d.cpp msgid "Node B must be a PhysicsBody2D" msgstr "노드 B는 PhysicsBody2D여야 합니다" #: scene/2d/physics/joints/joint_2d.cpp msgid "Joint is not connected to two PhysicsBody2Ds" msgstr "관절이 PhysicsBody2D 두 곳과 연결되어 있지 않습니다" #: scene/2d/physics/joints/joint_2d.cpp msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody2D여야 합니다" #: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" "PhysicalBone2D는 Skeleton2D나 다른 PhysicalBone2D가 부모 노드로 있어야만 작동" "합니다!" #: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" "PhysicalBone2D는 Bone2D 노드에 할당되어야만 작동합니다! 인스펙터에서 Bone2D " "노드를 설정해 주세요." #: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" "PhysicalBone2D는 Joint2D 기반의 자식 노드를 가지고 있어야 본들을 연결할 수 있" "습니다! 이 노드에 Joint2D 기반의 자식 노드를 추가해 주세요!" #: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" "실행 중에 RigidBody2D의 크기 변경은 물리 엔진에 의해 오버라이드됩니다.\n" "대신 자식 콜리전 모양의 크기를 변경하세요." #: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "이 노드는 Shape2D를 할당하지 않는 이상 다른 오브젝트와 상호작용하지 못합니다." #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "Path 속성은 올바른 Node2D 노드를 가리켜야 합니다." #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "이 Bone2D 체인은 Skeleton2D 노드에서 끝나야 합니다." #: scene/2d/skeleton_2d.cpp msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node." msgstr "Bone2D는 Skeleton2D나 다른 Bone2D가 부모 노드로 있어야만 작동합니다." #: scene/2d/skeleton_2d.cpp msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" "이 본에 적절한 대기 자세가 없습니다. Skeleton2D 노드로 가서 대기 자세를 설정" "하세요." #: scene/2d/tile_map.cpp msgid "" "A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\n" "This may lead to unwanted behaviors, as a layer that is not Y-sorted will be " "Y-sorted as a whole with tiles from Y-sorted layers." msgstr "" "Y 정렬된 레이어가 Y 정렬되지 않은 레이어와 동일한 Z 인덱스 값을 가지고 있습니" "다.\n" "이는 원하지 않는 동작을 일으킬 수도 있는데, Y 정렬되지 않은 레이어가 Y 정렬" "된 레이어의 타일과 함께 전체적으로 Y 정렬되기 때문입니다." #: scene/2d/tile_map.cpp msgid "" "A TileMap layer is set as Y-sorted, but Y-sort is not enabled on the TileMap " "node itself." msgstr "" "TileMap 레이어가 Y 정렬되도록 설정되었지만, TileMap 노드 그 자체에는 Y 정렬" "이 활성화되지 않았습니다." #: scene/2d/tile_map.cpp msgid "" "The TileMap node is set as Y-sorted, but Y-sort is not enabled on any of the " "TileMap's layers.\n" "This may lead to unwanted behaviors, as a layer that is not Y-sorted will be " "Y-sorted as a whole." msgstr "" "TileMap 노드의 Y 정렬 속성이 켜져 있지만, TileMap의 레이어 중 Y 정렬이 켜져 " "있는 레이어는 하나도 없습니다.\n" "이는 원하지 않는 동작을 일으킬 수도 있는데, Y 정렬되지 않은 레이어가 노드와 " "함께 통째로 Y 정렬되기 때문입니다." #: scene/2d/tile_map.cpp msgid "" "Isometric TileSet will likely not look as intended without Y-sort enabled " "for the TileMap and all of its layers." msgstr "" "아이소메트릭 타일셋의 TileMap과 모든 레이어에 Y 정렬을 설정하지 않는다면 대" "개 생각한 것과 다르게 보여질 것입니다." #: scene/3d/bone_attachment_3d.cpp msgid "" "External Skeleton3D node not set! Please set a path to an external " "Skeleton3D node." msgstr "" "외부 Skeleton3D 노드가 설정되지 않았습니다! 외부 Skeleton3D 노드로의 경로를 " "설정해 주세요." #: scene/3d/bone_attachment_3d.cpp msgid "" "Parent node is not a Skeleton3D node! Please use an external Skeleton3D if " "you intend to use the BoneAttachment3D without it being a child of a " "Skeleton3D node." msgstr "" "부모 노드가 Skeleton3D 노드가 아닙니다! BoneAttachment3D 노드를 부모 " "Skeleton3D 노드 없이 사용할 생각이라면 외부 Skeleton3D 노드를 사용해 주세요." #: scene/3d/bone_attachment_3d.cpp msgid "" "BoneAttachment3D node is not bound to any bones! Please select a bone to " "attach this node." msgstr "" "BoneAttachment3D 노드가 어떠한 본과도 엮여 있지 않습니다! 이 노드를 부착할 본" "을 선택해 주세요." #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "지정한 메시가 없어서 아무 것도 보이지 않습니다." #: scene/3d/cpu_particles_3d.cpp msgid "" "CPUParticles3D animation requires the usage of a StandardMaterial3D whose " "Billboard Mode is set to \"Particle Billboard\"." msgstr "" "CPUParticles3D 애니메이션을 사용하려면 Billboard Mode가 \"Particle " "Billboard\"로 설정된 StandardMaterial3D가 필요합니다." #: scene/3d/decal.cpp msgid "" "Decals are only available when using the Forward+ or Mobile rendering " "backends." msgstr "데칼은 Forward+ 또는 모바일 렌더링 백엔드에서만 사용할 수 있습니다." #: scene/3d/decal.cpp msgid "" "The decal has no textures loaded into any of its texture properties, and " "will therefore not be visible." msgstr "" "데칼의 어떤 텍스쳐 속성에도 텍스쳐가 설정되지 않았기 때문에 아무것도 보이지 " "않을 것입니다." #: scene/3d/decal.cpp msgid "" "The decal has a Normal and/or ORM texture, but no Albedo texture is set.\n" "An Albedo texture with an alpha channel is required to blend the normal/ORM " "maps onto the underlying surface.\n" "If you don't want the Albedo texture to be visible, set Albedo Mix to 0." msgstr "" "데칼에 노멀 또는 ORM 텍스쳐가 있지만 알베도 텍스쳐는 설정되지 않았습니다.\n" "알파 채널이 있는 알베도 텍스쳐가 있어야 아래의 표면에 노멀/ORM 맵을 그릴 수 " "있습니다.\n" "알베도 텍스쳐를 보이지 않게 하고 싶다면, 알베도 믹스를 0으로 설정하세요." #: scene/3d/decal.cpp msgid "" "The decal's Cull Mask has no bits enabled, which means the decal will not " "paint objects on any layer.\n" "To resolve this, enable at least one bit in the Cull Mask property." msgstr "" "데칼의 컬 마스크에 아무 비트도 설정되지 않았습니다. 즉, 이 데칼은 어떤 레이어" "의 오브젝트에도 그려지지 않을 것입니다.\n" "컬 마스크 속성에서 하나 이상의 비트를 켜 주세요." #: scene/3d/fog_volume.cpp msgid "Fog Volumes are only visible when using the Forward+ backend." msgstr "포그 볼륨은 Forward+ 백엔드를 사용할 때만 보입니다." #: scene/3d/fog_volume.cpp msgid "" "Fog Volumes need volumetric fog to be enabled in the scene's Environment in " "order to be visible." msgstr "" "씬 Environment에서 볼류메트릭 포그가 활성화되어 있어야 포그 볼륨을 볼 수 있습" "니다." #: scene/3d/gpu_particles_3d.cpp msgid "" "Nothing is visible because meshes have not been assigned to draw passes." msgstr "메시가 패스를 그리도록 지정하지 않아서, 아무 것도 보이지 않습니다." #: scene/3d/gpu_particles_3d.cpp msgid "" "Particles animation requires the usage of a BaseMaterial3D whose Billboard " "Mode is set to \"Particle Billboard\"." msgstr "" "Particles 애니메이션을 사용하려면 Billboard Mode가 \"Particle Billboard\"로 " "설정된 BaseMaterial3D가 필요합니다." #: scene/3d/gpu_particles_3d.cpp msgid "" "Using Trail meshes with a skin causes Skin to override Trail poses. Suggest " "removing the Skin." msgstr "" "트레일 메시를 스킨과 함께 사용하면 스킨이 트레일 포즈를 덮어씌우게 됩니다. 스" "킨을 삭제하는 것을 추천합니다." #: scene/3d/gpu_particles_3d.cpp msgid "Trails active, but neither Trail meshes or a Skin were found." msgstr "트레일이 켜져 있지만, 트레일 메시 또는 스킨을 찾을 수 없습니다." #: scene/3d/gpu_particles_3d.cpp msgid "" "Only one Trail mesh is supported. If you want to use more than a single " "mesh, a Skin is needed (see documentation)." msgstr "" "트레일 메시 하나만이 지원됩니다. 여러 개의 메시를 사용하려면 스킨이 필요합니" "다 (문서를 참조하세요)." #: scene/3d/gpu_particles_3d.cpp msgid "" "Trails enabled, but one or more mesh materials are either missing or not set " "for trails rendering." msgstr "" "트레일이 켜져 있지만, 하나 이상의 머티리얼이 존재하지 않거나 트레일 렌더링용" "으로 설정되지 않았습니다." #: scene/3d/gpu_particles_3d.cpp msgid "" "Particle sub-emitters are only available when using the Forward+ or Mobile " "rendering backends." msgstr "" "파티클 서브 이미터는 Forward+ 또는 모바일 렌더링 백엔드를 사용할 경우에만 쓸 " "수 있습니다." #: scene/3d/gpu_particles_collision_3d.cpp msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " "collision for this GPUParticlesCollisionSDF3D.\n" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" "굽기 마스크에 아무 비트도 설정되지 않았습니다. 즉, 구워도 이 " "GPUParticlesCollisionSDF3D에 대해 어떤 충돌도 만들어내지 않을 것입니다.\n" "굽기 마스크 속성에서 하나 이상의 비트를 설정해 주세요." #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "빛의 크기는 실제로 보이는 빛의 크기에 영향을 미치지 않습니다." #: scene/3d/light_3d.cpp msgid "Projector texture only works with shadows active." msgstr "프로젝터 텍스쳐는 그림자가 켜져 있어야 작동합니다." #: scene/3d/light_3d.cpp msgid "" "Projector textures are not supported when using the GL Compatibility backend " "yet. Support will be added in a future release." msgstr "" "프로젝터 텍스쳐는 아직 GL 호환성 백엔드에서 지원되지 않습니다. 추후 릴리즈에" "서 지원될 예정입니다." #: scene/3d/light_3d.cpp msgid "A SpotLight3D with an angle wider than 90 degrees cannot cast shadows." msgstr "SpotLight3D의 각도를 90도 이상으로 잡으면 그림자를 투영할 수 없습니다." #: scene/3d/lightmap_gi.cpp msgid "Finding meshes, lights and probes" msgstr "메시와 라이트와 프로브를 찾는 중" #: scene/3d/lightmap_gi.cpp msgid "Preparing geometry %d/%d" msgstr "지오메트리 준비 중 %d/%d" #: scene/3d/lightmap_gi.cpp msgid "Creating probes" msgstr "프로브 생성 중" #: scene/3d/lightmap_gi.cpp msgid "Creating probes from mesh %d/%d" msgstr "프로브를 메시에서 생성 중 %d/%d" #: scene/3d/lightmap_gi.cpp msgid "Preparing Lightmapper" msgstr "Lightmapper 준비 중" #: scene/3d/lightmap_gi.cpp msgid "Preparing Environment" msgstr "Environment 준비 중" #: scene/3d/lightmap_gi.cpp msgid "Generating Probe Volumes" msgstr "프로브 볼륨 생성 중" #: scene/3d/lightmap_gi.cpp msgid "Generating Probe Acceleration Structures" msgstr "프로브 가속 구조 생성 중" #: scene/3d/lightmap_gi.cpp msgid "" "Lightmap can only be baked from a device that supports the RD backends. " "Lightmap baking may fail." msgstr "" #: scene/3d/navigation_agent_3d.cpp msgid "" "The NavigationAgent3D can be used only under a Node3D inheriting parent node." msgstr "" "NavigationAgent3D는 Node3D 기반의 부모 노드 아래에서만 사용할 수 있습니다." #: scene/3d/navigation_link_3d.cpp msgid "" "NavigationLink3D start position should be different than the end position to " "be useful." msgstr "" "NavigationLink3D의 시작점은 끝점과 다르게 설정하는 편이 유용할 것입니다." #: scene/3d/occluder_instance_3d.cpp msgid "" "Occlusion culling is disabled in the Project Settings, which means occlusion " "culling won't be performed in the root viewport.\n" "To resolve this, open the Project Settings and enable Rendering > Occlusion " "Culling > Use Occlusion Culling." msgstr "" "오클루전 컬링이 프로젝트 설정에서 비활성화되었습니다. 즉, 루트 뷰포트에서 오" "클루전 컬링이 사용되지 않을 것입니다.\n" "프로젝트 설정을 열고 렌더링 > 오클루전 컬링 > 오클루전 컬링 사용을 활성화해 " "주세요." #: scene/3d/occluder_instance_3d.cpp msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " "occluder meshes for this OccluderInstance3D.\n" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" #: scene/3d/occluder_instance_3d.cpp msgid "" "No occluder mesh is defined in the Occluder property, so no occlusion " "culling will be performed using this OccluderInstance3D.\n" "To resolve this, set the Occluder property to one of the primitive occluder " "types or bake the scene meshes by selecting the OccluderInstance3D and " "pressing the Bake Occluders button at the top of the 3D editor viewport." msgstr "" #: scene/3d/occluder_instance_3d.cpp msgid "" "The occluder mesh has less than 3 vertices, so no occlusion culling will be " "performed using this OccluderInstance3D.\n" "To generate a proper occluder mesh, select the OccluderInstance3D then use " "the Bake Occluders button at the top of the 3D editor viewport." msgstr "" #: scene/3d/occluder_instance_3d.cpp msgid "" "The polygon occluder has less than 3 vertices, so no occlusion culling will " "be performed using this OccluderInstance3D.\n" "Vertices can be added in the inspector or using the polygon editing tools at " "the top of the 3D editor viewport." msgstr "" #: scene/3d/path_3d.cpp msgid "PathFollow3D only works when set as a child of a Path3D node." msgstr "PathFollow3D는 Path3D 노드의 자식 노드로 있을 때만 작동합니다." #: scene/3d/path_3d.cpp msgid "" "PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its " "parent Path3D's Curve resource." msgstr "" "PathFollow3D의 ROTATION_ORIENTED는 부모 Path3D의 Curve 리소스에서 \"Up " "Vector\"가 켜져 있어야 합니다." #: scene/3d/physics/collision_object_3d.cpp msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " "define its shape." msgstr "" "이 노드는 모양이 없어서 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" "CollisionShape3D 또는 CollisionPolygon3D를 자식 노드로 추가하여 모양을 정의하" "는 것을 고려하세요." #: scene/3d/physics/collision_object_3d.cpp msgid "" "With a non-uniform scale this node will probably not function as expected.\n" "Please make its scale uniform (i.e. the same on all axes), and change the " "size in children collision shapes instead." msgstr "" "이 노드의 크기가 일관적이지 않아서 생각한 대로 작동하지 않을 것입니다.\n" "이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 자" "식 충돌 모양의 크기를 변경하세요." #: scene/3d/physics/collision_polygon_3d.cpp msgid "" "CollisionPolygon3D only serves to provide a collision shape to a " "CollisionObject3D derived node.\n" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" "CollisionPolygon3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용" "도로만 사용됩니다.\n" "모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody23D, CharacterBody3D 등" "의 자식으로만 사용해주세요." #: scene/3d/physics/collision_polygon_3d.cpp msgid "An empty CollisionPolygon3D has no effect on collision." msgstr "빈 CollisionPolygon3D는 콜리전에 영향을 주지 않습니다." #: scene/3d/physics/collision_polygon_3d.cpp msgid "" "A non-uniformly scaled CollisionPolygon3D node will probably not function as " "expected.\n" "Please make its scale uniform (i.e. the same on all axes), and change its " "polygon's vertices instead." msgstr "" "일관적인 크기가 아닌 CollisionPolygon3D 노드는 아마 생각한 대로 작동하지 않" "을 것입니다.\n" "이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 폴리" "곤의 모양을 변경하세요." #: scene/3d/physics/collision_shape_3d.cpp msgid "" "CollisionShape3D only serves to provide a collision shape to a " "CollisionObject3D derived node.\n" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" "CollisionShape3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용도" "로만 사용됩니다.\n" "모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D 등의 " "자식으로만 사용해주세요." #: scene/3d/physics/collision_shape_3d.cpp msgid "" "A shape must be provided for CollisionShape3D to function. Please create a " "shape resource for it." msgstr "" "CollisionShape3D가 제 기능을 하려면 모양이 있어야 합니다. 모양 리소스를 만들" "어주세요." #: scene/3d/physics/collision_shape_3d.cpp msgid "" "When used for collision, ConcavePolygonShape3D is intended to work with " "static CollisionObject3D nodes like StaticBody3D.\n" "It will likely not behave well for %ss (except when frozen and freeze_mode " "set to FREEZE_MODE_STATIC)." msgstr "" #: scene/3d/physics/collision_shape_3d.cpp msgid "" "WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." msgstr "" "WorldBoundaryShape3D는 static 외의 모드가 설정된 RigidBody3D를 지원하지 않습" "니다." #: scene/3d/physics/collision_shape_3d.cpp msgid "" "When used for collision, ConcavePolygonShape3D is intended to work with " "static CollisionObject3D nodes like StaticBody3D.\n" "It will likely not behave well for CharacterBody3Ds." msgstr "" #: scene/3d/physics/collision_shape_3d.cpp msgid "" "A non-uniformly scaled CollisionShape3D node will probably not function as " "expected.\n" "Please make its scale uniform (i.e. the same on all axes), and change the " "size of its shape resource instead." msgstr "" "일관적인 크기가 아닌 CollisionShape3D 노드는 아마 생각한 대로 작동하지 않을 " "것입니다.\n" "이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 모" "양 리소스의 크기를 변경하세요." #: scene/3d/physics/joints/joint_3d.cpp msgid "Node A and Node B must be PhysicsBody3Ds" msgstr "노드 A와 노드 B는 PhysicsBody3D여야 합니다" #: scene/3d/physics/joints/joint_3d.cpp msgid "Node A must be a PhysicsBody3D" msgstr "노드 A는 PhysicsBody3D여야 합니다" #: scene/3d/physics/joints/joint_3d.cpp msgid "Node B must be a PhysicsBody3D" msgstr "노드 B는 PhysicsBody3D여야 합니다" #: scene/3d/physics/joints/joint_3d.cpp msgid "Joint is not connected to any PhysicsBody3Ds" msgstr "Joint가 어떠한 PhysicsBody3D에도 연결되어 있지 않습니다" #: scene/3d/physics/joints/joint_3d.cpp msgid "Node A and Node B must be different PhysicsBody3Ds" msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody3D여야 합니다" #: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" "실행 중에 RigidBody3D의 크기 변경은 물리 엔진에 의해 오버라이드됩니다.\n" "대신 자식 콜리전 모양의 크기를 변경하세요." #: scene/3d/physics/shape_cast_3d.cpp msgid "" "This node cannot interact with other objects unless a Shape3D is assigned." msgstr "" "이 노드는 Shape3D를 할당하지 않는 이상 다른 오브젝트와 상호작용하지 못합니다." #: scene/3d/physics/shape_cast_3d.cpp msgid "" "ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " "reported." msgstr "" #: scene/3d/physics/vehicle_body_3d.cpp msgid "" "VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " "use it as a child of a VehicleBody3D." msgstr "" "VehicleWheel3D는 VehicleBody3D에 바퀴 시스템을 제공하는 역할입니다. " "VehicleBody3D의 자식으로 사용해주세요." #: scene/3d/remote_transform_3d.cpp msgid "" "The \"Remote Path\" property must point to a valid Node3D or Node3D-derived " "node to work." msgstr "" "\"원격 경로(Remote Path)\" 속성이 작동하려면 유효한 Node3D 또는 Node3D 파생 " "노드를 가리켜야 합니다." #: scene/3d/skeleton_modifier_3d.cpp #, fuzzy msgid "" "Skeleton3D node not set! SkeletonModifier3D must be child of Skeleton3D or " "set a path to an external skeleton." msgstr "" "외부 Skeleton3D 노드가 설정되지 않았습니다! 외부 Skeleton3D 노드로의 경로를 " "설정해 주세요." #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "이 바디는 메시를 설정할 때까지 무시됩니다." #: scene/3d/sprite_3d.cpp #, fuzzy msgid "" "A SpriteFrames resource must be created or set in the \"Sprite Frames\" " "property in order for AnimatedSprite3D to display frames." msgstr "" "AnimatedSprite3D가 프레임을 보여주기 위해서는 \"Frames\" 속성에 SpriteFrames " "리소스를 만들거나 설정해야 합니다." #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " "value, but is lower than the Begin distance.\n" "This means the GeometryInstance3D will never be visible.\n" "To resolve this, set the End distance to 0 or to a value greater than the " "Begin distance." msgstr "" #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D is configured to fade in smoothly over distance, but " "the fade transition distance is set to 0.\n" "To resolve this, increase Visibility Range Begin Margin above 0." msgstr "" #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D is configured to fade out smoothly over distance, but " "the fade transition distance is set to 0.\n" "To resolve this, increase Visibility Range End Margin above 0." msgstr "" #: scene/3d/visual_instance_3d.cpp #, fuzzy msgid "" "GeometryInstance3D transparency is only available when using the Forward+ " "rendering method." msgstr "" "파티클 트레일은 Forward+ 또는 모바일 렌더링 백엔드를 사용할 경우에만 쓸 수 있" "습니다." #: scene/3d/visual_instance_3d.cpp #, fuzzy msgid "" "GeometryInstance3D visibility range transparency fade is only available when " "using the Forward+ rendering method." msgstr "" "파티클 서브 이미터는 Forward+ 또는 모바일 렌더링 백엔드를 사용할 경우에만 쓸 " "수 있습니다." #: scene/3d/voxel_gi.cpp msgid "Plotting Meshes" msgstr "메시 구분" #: scene/3d/voxel_gi.cpp msgid "Finishing Plot" msgstr "구분 끝남" #: scene/3d/voxel_gi.cpp msgid "Generating Distance Field" msgstr "디스턴스 필드 생성 중" #: scene/3d/voxel_gi.cpp msgid "" "VoxelGI nodes are not supported when using the GL Compatibility backend yet. " "Support will be added in a future release." msgstr "" "VoxelGI 노드는 아직 GL 호환성 백엔드에서 지원되지 않습니다. 추후 릴리즈에서 " "지원될 예정입니다." #: scene/3d/voxel_gi.cpp msgid "" "No VoxelGI data set, so this node is disabled. Bake static objects to enable " "GI." msgstr "" "VoxelGI 데이터가 설정되지 않아서 이 노드는 비활성화되었습니다. 스태틱 오브젝" "트를 구워서 GI를 활성화하세요." #: scene/3d/world_environment.cpp msgid "" "To have any visible effect, WorldEnvironment requires its \"Environment\" " "property to contain an Environment, its \"Camera Attributes\" property to " "contain a CameraAttributes resource, or both." msgstr "" "가시적인 효과를 가지려면 WorldEnvironment에는 환경을 포함하는 " "\"Environment\" 속성, CameraAttributes 리소스를 포함하는 \"Camera " "Attributes\" 속성, 또는 두 가지 모두가 필요합니다." #: scene/3d/world_environment.cpp msgid "" "Only one WorldEnvironment is allowed per scene (or set of instantiated " "scenes)." msgstr "씬(또는 인스턴스된 씬들마다) 당 WorldEnvironment는 하나만 허용됩니다." #: scene/3d/xr_nodes.cpp #, fuzzy msgid "" "XRCamera3D may not function as expected without an XROrigin3D node as its " "parent." msgstr "XRCamera3D의 부모 노드는 반드시 XROrigin3D이어야 합니다." #: scene/3d/xr_nodes.cpp #, fuzzy msgid "" "XRNode3D may not function as expected without an XROrigin3D node as its " "parent." msgstr "XRCamera3D의 부모 노드는 반드시 XROrigin3D이어야 합니다." #: scene/3d/xr_nodes.cpp msgid "No tracker name is set." msgstr "트래커 이름이 설정되지 않았습니다." #: scene/3d/xr_nodes.cpp msgid "No pose is set." msgstr "설정된 포즈가 없습니다." #: scene/3d/xr_nodes.cpp msgid "XROrigin3D requires an XRCamera3D child node." msgstr "XROrigin3D는 자식으로 XRCamera3D 노드가 필요합니다." #: scene/3d/xr_nodes.cpp msgid "" "XR shaders are not enabled in project settings. Stereoscopic output is not " "supported unless they are enabled. Please enable `xr/shaders/enabled` to use " "stereoscopic output." msgstr "" #: scene/animation/animation_blend_tree.cpp msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "BlendTree 노드 '%s'에서, 애니메이션을 찾을 수 없음: '%s'" #: scene/animation/animation_blend_tree.cpp msgid "Animation not found: '%s'" msgstr "애니메이션을 찾을 수 없음: '%s'" #: scene/animation/animation_mixer.cpp msgid "Animation Apply Reset" msgstr "애니메이션 적용 재설정" #: scene/animation/animation_tree.cpp msgid "Nothing connected to input '%s' of node '%s'." msgstr "노드 '%s'의 '%s' 입력에 아무것도 연결되지 않았습니다." #: scene/animation/animation_tree.cpp msgid "No root AnimationNode for the graph is set." msgstr "그래프를 위한 루트 AnimationNode를 설정하지 않았습니다." #: scene/gui/base_button.cpp msgid "" "ButtonGroup is intended to be used only with buttons that have toggle_mode " "set to true." msgstr "" "ButtonGroup은 오직 toggle_mode가 참인 버튼들만 함께 사용하도록 되어 있습니다." #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "이 생성자를 스크립트 안으로 복사합니다." #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "헥스 코드와 코드 값의 사이를 전환합니다." #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " "children placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "Container 자체는 자식 배치 작업을 구성하는 스크립트 외에는 목적이 없습니다.\n" "스크립트를 추가할 목적이 아니면, 일반적인 Control 노드를 사용해주세요." #: scene/gui/control.cpp msgid "" "The Hint Tooltip won't be displayed as the control's Mouse Filter is set to " "\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"." msgstr "" "Hint Tooltip은 Control의 Mouse Filter가 \"Ignore\"으로 설정되어 있기 때문에 " "보이지 않습니다. 해결하려면 Mouse Filter를 \"Stop\"이나 \"Pass\"로 설정하세" "요." #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " "refactoring in a future 4.x version involving compatibility-breaking API " "changes." msgstr "" "GraphEdit과 GraphNode는 이후의 4.x 버전에서 하위 호환성 없는 API 변경을 포함" "한 큰 리팩터링을 거칠 것임을 유의해 주세요." #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " "to work correctly inside a container." msgstr "" "자동 줄바꿈이 켜진 라벨이 컨테이너 내에서 정상적으로 작동하게 하려면, 반드시 " "라벨의 커스텀 최소 크기를 설정해야 합니다." #: scene/gui/label.cpp msgid "" "The current font does not support rendering one or more characters used in " "this Label's text." msgstr "" "이 레이블에는 현재 글꼴이 렌더링하지 못하는 글자가 하나 이상 포함되어 있습니" "다." #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "\"Exp Edit\"을 활성화하면, \"Min Value\"는 반드시 0보다 커야 합니다." #: scene/gui/scroll_container.cpp msgid "" "ScrollContainer is intended to work with a single child control.\n" "Use a container as child (VBox, HBox, etc.), or a Control and set the custom " "minimum size manually." msgstr "" "ScrollContainer는 단일 자식 Control을 작업하기 위한 것입니다.\n" "(VBox, HBox 등) 컨테이너를 자식으로 사용하거나, Control을 사용하고 사용자 지" "정 최소 수치를 수동으로 설정하세요." #: scene/gui/subviewport_container.cpp msgid "" "This node doesn't have a SubViewport as child, so it can't display its " "intended content.\n" "Consider adding a SubViewport as a child to provide something displayable." msgstr "" "이 노드에는 SubViewport 자식이 없어서, 의도된 내용물을 표시하지 못합니다.\n" "무언가를 표시할 수 있게 SubViewport 자식을 추가하는 것을 고려해 보세요." #: scene/gui/subviewport_container.cpp msgid "" "The default mouse cursor shape of SubViewportContainer has no effect.\n" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" #: scene/main/missing_node.cpp #, fuzzy msgid "" "This node was an instance of scene '%s', which was no longer available when " "this scene was loaded." msgstr "" "이 노드는 클래스 타입 '%s'로 저장되었는데, 씬을 불러온 시점에서 이는 유효하" "지 않은 클래스였습니다." #: scene/main/missing_node.cpp msgid "" "Saving current scene will discard instance and all its properties, including " "editable children edits (if existing)." msgstr "" #: scene/main/missing_node.cpp msgid "" "This node was saved as class type '%s', which was no longer available when " "this scene was loaded." msgstr "" "이 노드는 클래스 타입 '%s'로 저장되었는데, 씬을 불러온 시점에서 이는 유효하" "지 않은 클래스였습니다." #: scene/main/missing_node.cpp msgid "" "Data from the original node is kept as a placeholder until this type of node " "is available again. It can hence be safely re-saved without risk of data " "loss." msgstr "" "원본 노드의 데이터는 이 타입의 노드가 다시 유효해질 때까지 플레이스홀더로서 " "유지됩니다. 따라서 데이터를 잃을 우려 없이 저장할 수 있습니다." #: scene/main/missing_node.cpp msgid "Unrecognized missing node. Check scene dependency errors for details." msgstr "" #: scene/main/node.h msgid "" "This node is marked as deprecated and will be removed in future versions.\n" "Please check the Godot documentation for information about migration." msgstr "" "이 노드는 더 이상 사용되지 않으며 이후 버전에서는 제거될 것입니다.\n" "더 자세한 사항은 Godot 문서를 참조해 주세요." #: scene/main/node.h msgid "" "This node is marked as experimental and may be subject to removal or major " "changes in future versions." msgstr "이 노드는 실험적이며 이후 버전에서 삭제되거나 변경될 수도 있습니다." #: scene/main/shader_globals_override.cpp msgid "" "ShaderGlobalsOverride is not active because another node of the same type is " "in the scene." msgstr "" "ShaderGlobalsOverride는 같은 타입의 다른 노드가 씬 내에 존재하기 때문에 비활" "성화되었습니다." #: scene/main/timer.cpp msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" "Consider using a script's process loop instead of relying on a Timer for " "very low wait times." msgstr "" "매우 짧은 타이머 대기 시간(< 0.05초)은 렌더링된 프레임 레이트나 물리 프레임 " "레이트에 따라 상당히 다른 방식으로 작동할 수 있습니다.\n" "대기 시간이 매우 짧다면 타이머에 의존하는 대신 스크립트의 프로세스 루프를 사" "용하는 것이 좋습니다." #: scene/main/viewport.cpp msgid "" "The Viewport size must be greater than or equal to 2 pixels on both " "dimensions to render anything." msgstr "" "무엇이든 렌더링하려면 뷰포트 크기가 양쪽 차원에서 2픽셀 이상이어야 합니다." #: scene/resources/packed_scene.cpp msgid "" "An incoming node's name clashes with %s already in the scene (presumably, " "from a more nested instance).\n" "The less nested node will be renamed. Please fix and re-save the scene." msgstr "" "들어오는 노드의 이름이 씬에 이미 존재하는 %s와 충돌합니다 (아마 더 깊은 계층" "의 인스턴스로부터).\n" "덜 깊은 계층에 있는 노드의 이름이 변경될 것입니다. 이 문제를 수정하고 씬을 다" "시 저장하세요." #: scene/resources/visual_shader.cpp msgid "" "Shader keywords cannot be used as parameter names.\n" "Choose another name." msgstr "" "셰이더 키워드를 매개변수 이름으로 사용할 수 없습니다.\n" "다른 이름을 선택해 주세요." #: scene/resources/visual_shader.cpp msgid "This parameter type does not support the '%s' qualifier." msgstr "이 파리미터 타입은 '%s' 한정자를 지원하지 않습니다." #: scene/resources/visual_shader.cpp msgid "" "Global parameter '%s' does not exist.\n" "Create it in the Project Settings." msgstr "" "전역 매개변수(%s)가 없습니다.\n" "Project Settings에서 생성해주세요." #: scene/resources/visual_shader.cpp msgid "" "Global parameter '%s' has an incompatible type for this kind of node.\n" "Change it in the Project Settings." msgstr "" "전역 매개변수(%s)에 이런 종류의 노드에서 지원되지 않는 타입이 있습니다.\n" "Project Settings에서 변경해주세요." #: scene/resources/visual_shader_nodes.cpp msgid "" "The sampler port is connected but not used. Consider changing the source to " "'SamplerPort'." msgstr "" "샘플러 포트가 연결되어 있지만 사용되지 않습니다. 소스를 'SamplerPort'로 변경" "하는 것을 고려해주세요." #: scene/resources/visual_shader_nodes.cpp msgid "Invalid source for preview." msgstr "미리보기에 잘못된 소스." #: scene/resources/visual_shader_nodes.cpp msgid "Invalid source for shader." msgstr "셰이더에 잘못된 소스." #: scene/resources/visual_shader_nodes.cpp msgid "Invalid operator for that type." msgstr "해당 타입에 잘못된 연산자." #: scene/resources/visual_shader_nodes.cpp msgid "" "`%s` precision mode is not available for `gl_compatibility` profile.\n" "Reverted to `None` precision." msgstr "" #: scene/resources/visual_shader_nodes.cpp #, fuzzy msgid "'%s' type is incompatible with '%s' source." msgstr "'%s'는 '%s' 블록 내에 배치해야 합니다." #: scene/resources/visual_shader_nodes.cpp msgid "'%s' default color is incompatible with '%s' source." msgstr "" #: scene/resources/visual_shader_nodes.cpp msgid "Default Color" msgstr "기본 색" #: scene/resources/visual_shader_nodes.cpp msgid "Filter" msgstr "필터" #: scene/resources/visual_shader_nodes.cpp msgid "Repeat" msgstr "반복" #: scene/resources/visual_shader_nodes.cpp msgid "Invalid comparison function for that type." msgstr "해당 타입에 잘못된 비교 함수." #: scene/resources/visual_shader_particle_nodes.cpp msgid "2D Mode" msgstr "2D 모드" #: scene/resources/visual_shader_particle_nodes.cpp msgid "Use All Surfaces" msgstr "모든 서피스 사용" #: scene/resources/visual_shader_particle_nodes.cpp msgid "Surface Index" msgstr "서피스 인덱스" #: servers/rendering/shader_language.cpp msgid "" "Invalid number of arguments when calling stage function '%s', which expects " "%d arguments." msgstr "" #: servers/rendering/shader_language.cpp msgid "" "Invalid argument type when calling stage function '%s', type expected is " "'%s'." msgstr "" #: servers/rendering/shader_language.cpp msgid "Expected integer constant within [%d..%d] range." msgstr "" #: servers/rendering/shader_language.cpp msgid "Argument %d of function '%s' is not a variable, array, or member." msgstr "" #: servers/rendering/shader_language.cpp msgid "Varyings cannot be passed for the '%s' parameter." msgstr "Varying은 '%s' 매개변수로 전달될 수 없습니다." #: servers/rendering/shader_language.cpp msgid "A constant value cannot be passed for the '%s' parameter." msgstr "" #: servers/rendering/shader_language.cpp msgid "" "Argument %d of function '%s' can only take a local variable, array, or " "member." msgstr "" #: servers/rendering/shader_language.cpp msgid "Built-in function \"%s(%s)\" is only supported on high-end platforms." msgstr "" #: servers/rendering/shader_language.cpp msgid "Invalid arguments for the built-in function: \"%s(%s)\"." msgstr "내장 함수에 잘못된 인수가 들어감: \"%s(%s)\"." #: servers/rendering/shader_language.cpp msgid "Recursion is not allowed." msgstr "재귀는 허용되지 않습니다." #: servers/rendering/shader_language.cpp msgid "Function '%s' can't be called from source code." msgstr "" #: servers/rendering/shader_language.cpp msgid "" "Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp msgid "" "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d." msgstr "" #: servers/rendering/shader_language.cpp msgid "" "Too many arguments for \"%s(%s)\" call. Expected at most %d but received %d." msgstr "" #: servers/rendering/shader_language.cpp msgid "Invalid assignment of '%s' to '%s'." msgstr "'%s'을(를) '%s'에 대입할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Expected constant expression." msgstr "상수 표현식이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected ',' or ')' after argument." msgstr "" #: servers/rendering/shader_language.cpp #, fuzzy msgid "Varying may not be assigned in the '%s' function." msgstr "Varying '%s'는 반드시 먼저 'fragment' 함수에서 할당되어야 합니다." #: servers/rendering/shader_language.cpp #, fuzzy msgid "" "Varying with '%s' data type may only be assigned in the 'fragment' function." msgstr "'%s' 타입의 varying은 'fragment' 함수에서만 사용될 수 있습니다." #: servers/rendering/shader_language.cpp msgid "" "Varyings which assigned in 'vertex' function may not be reassigned in " "'fragment' or 'light'." msgstr "" #: servers/rendering/shader_language.cpp msgid "" "Varyings which assigned in 'fragment' function may not be reassigned in " "'vertex' or 'light'." msgstr "" #: servers/rendering/shader_language.cpp #, fuzzy msgid "'%s' cannot be used within the '%s' processor function." msgstr "'%s'를 '%s' 프로세서 함수에서 사용하는 것은 올바르지 않습니다." #: servers/rendering/shader_language.cpp msgid "" "'%s' cannot be used here, because '%s' is called by the '%s' processor " "function (which is not allowed)." msgstr "" #: servers/rendering/shader_language.cpp #, fuzzy msgid "Assignment to function." msgstr "부호 없는 정수 함수입니다." #: servers/rendering/shader_language.cpp msgid "Swizzling assignment contains duplicates." msgstr "" #: servers/rendering/shader_language.cpp msgid "Assignment to uniform." msgstr "" #: servers/rendering/shader_language.cpp msgid "Constants cannot be modified." msgstr "상수는 수정할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "" "Sampler argument %d of function '%s' called more than once using both built-" "ins and uniform textures, this is not supported (use either one or the " "other)." msgstr "" #: servers/rendering/shader_language.cpp msgid "" "Sampler argument %d of function '%s' called more than once using textures " "that differ in either filter or repeat setting." msgstr "" #: servers/rendering/shader_language.cpp msgid "" "Sampler argument %d of function '%s' called more than once using different " "built-ins. Only calling with the same built-in is supported." msgstr "" "서로 다른 내장 함수를 사용하여 샘플러 인수 %d을(를) '%s' 함수에서 두 번 이상 " "호출했습니다. 이 경우 동일한 내장 함수를 사용하는 호출만 지원됩니다." #: servers/rendering/shader_language.cpp msgid "Array size is already defined." msgstr "배열 크기가 이미 정의되어 있습니다." #: servers/rendering/shader_language.cpp msgid "Unknown array size is forbidden in that context." msgstr "해당 컨텍스트에서는 알 수 없는 배열 크기는 금지됩니다." #: servers/rendering/shader_language.cpp msgid "Array size expressions are not supported." msgstr "배열 크기 표현식은 지원되지 않습니다." #: servers/rendering/shader_language.cpp msgid "Expected a positive integer constant." msgstr "양의 정수형 상수가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Invalid data type for the array." msgstr "잘못된 배열 데이터 타입입니다." #: servers/rendering/shader_language.cpp msgid "Array size mismatch." msgstr "배열 크기가 일치하지 않습니다." #: servers/rendering/shader_language.cpp msgid "Expected array initialization." msgstr "배열 초기화가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Cannot convert from '%s' to '%s'." msgstr "'%s'을(를) '%s'로 변환할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Expected ')' in expression." msgstr "표현식에 ')'가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Void value not allowed in expression." msgstr "void형은 표현식에서 사용할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Expected '(' after the type name." msgstr "타입 이름 뒤에 '('가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "No matching constructor found for: '%s'." msgstr "다음에 대한 생성자를 찾을 수 없습니다: '%s'." #: servers/rendering/shader_language.cpp #, fuzzy msgid "Built-in function '%s' is not supported for the '%s' shader type." msgstr "샘플러 유형에는 '%s' 한정자가 지원되지 않습니다." #: servers/rendering/shader_language.cpp msgid "Expected a function name." msgstr "함수 이름이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "No matching function found for: '%s'." msgstr "다음 함수를 찾을 수 없습니다: '%s'." #: servers/rendering/shader_language.cpp msgid "" "Varying '%s' must be assigned in the 'vertex' or 'fragment' function first." msgstr "" "Varying '%s'는 반드시 먼저 'vertex' 또는 'fragment' 함수에서 할당되어야 합니" "다." #: servers/rendering/shader_language.cpp msgid "Varying '%s' cannot be passed for the '%s' parameter in that context." msgstr "Varying '%s'은 해당 문맥에서 '%s' 인자로 전달할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "" "Unable to pass a multiview texture sampler as a parameter to custom " "function. Consider to sample it in the main function and then pass the " "vector result to it." msgstr "" "멀티뷰 텍스처 샘플러를 커스텀 함수의 인자로 넘겨줄 수 없습니다. 메인 함수에" "서 샘플한 뒤 그 결과값을 벡터로 넘겨주는 것을 고려해 보세요." #: servers/rendering/shader_language.cpp msgid "Unknown identifier in expression: '%s'." msgstr "표현식에 알 수 없는 식별자가 있습니다: '%s'." #: servers/rendering/shader_language.cpp msgid "" "%s has been removed in favor of using hint_%s with a uniform.\n" "To continue with minimal code changes add 'uniform sampler2D %s : hint_%s, " "filter_linear_mipmap;' near the top of your shader." msgstr "" "%s는 uniform과 hint_%s를 사용하는 것으로 대체되었습니다.\n" "최소한의 코드 변경으로 계속하려면 셰이더 상단에 'uniform sampler2D %s : " "hint_%s, filter_linear_mipmap;'을 추가하세요." #: servers/rendering/shader_language.cpp msgid "" "Varying with '%s' data type may only be used in the 'fragment' function." msgstr "'%s' 타입의 varying은 'fragment' 함수에서만 사용될 수 있습니다." #: servers/rendering/shader_language.cpp msgid "Varying '%s' must be assigned in the 'fragment' function first." msgstr "Varying '%s'는 반드시 먼저 'fragment' 함수에서 할당되어야 합니다." #: servers/rendering/shader_language.cpp msgid "" "Varying with integer data type must be declared with `flat` interpolation " "qualifier." msgstr "" "정수형 타입을 가진 varying은 `flat` 보간 한정자를 사용하여 선언해야 합니다." #: servers/rendering/shader_language.cpp msgid "Can't use function as identifier: '%s'." msgstr "함수를 식별자로 사용할 수 없습니다: '%s'." #: servers/rendering/shader_language.cpp msgid "Only integer expressions are allowed for indexing." msgstr "인덱싱에는 정수 표현식만 허용됩니다." #: servers/rendering/shader_language.cpp msgid "Index [%d] out of range [%d..%d]." msgstr "인덱스 [%d]가 범위[%d..%d]를 벗어났습니다." #: servers/rendering/shader_language.cpp msgid "Expected expression, found: '%s'." msgstr "표현식이 와야 하는데, 찾은 것은 다음과 같습니다: '%s'." #: servers/rendering/shader_language.cpp msgid "Empty statement. Remove ';' to fix this warning." msgstr "빈 문입니다. 이 경고를 수정하려면 ';'을 제거하세요." #: servers/rendering/shader_language.cpp msgid "Expected an identifier as a member." msgstr "멤버로서 식별자가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Cannot combine symbols from different sets in expression '.%s'." msgstr "표현식 '.%s'에서 서로 다른 집합의 기호를 결합할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Invalid member for '%s' expression: '.%s'." msgstr "'%s' 표현식에 잘못된 멤버가 있습니다: '.%s'." #: servers/rendering/shader_language.cpp msgid "An object of type '%s' can't be indexed." msgstr "'%s' 유형의 개체를 인덱싱할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Invalid base type for increment/decrement operator." msgstr "증분/감소 연산자에 대한 기본 유형이 잘못되었습니다." #: servers/rendering/shader_language.cpp msgid "Invalid use of increment/decrement operator in a constant expression." msgstr "상수 표현식에 증분/감소 연산자를 사용할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Invalid token for the operator: '%s'." msgstr "연산자에 잘못된 토큰이 있습니다: '%s'." #: servers/rendering/shader_language.cpp msgid "Unexpected end of expression." msgstr "예기치 못한 표현식의 끝입니다." #: servers/rendering/shader_language.cpp msgid "Invalid arguments to unary operator '%s': %s." msgstr "단항 연산자 '%s'에 잘못된 인수가 있습니다: '%s'." #: servers/rendering/shader_language.cpp msgid "Missing matching ':' for select operator." msgstr "선택 연산자에 일치하는 ':'가 없습니다." #: servers/rendering/shader_language.cpp msgid "Invalid argument to ternary operator: '%s'." msgstr "삼항 연산자에 잘못된 인수가 있습니다: '%s'." #: servers/rendering/shader_language.cpp msgid "Invalid arguments to operator '%s': '%s'." msgstr "연산자 '%s'에 잘못된 인수가 있습니다: '%s'." #: servers/rendering/shader_language.cpp msgid "A switch may only contain '%s' and '%s' blocks." msgstr "스위치는 '%s' 및 '%s' 블록만 포함할 수 있습니다." #: servers/rendering/shader_language.cpp msgid "Expected variable type after precision modifier." msgstr "정밀도 수정자 뒤에 변수 타입이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Invalid variable type (samplers are not allowed)." msgstr "잘못된 변수 타입입니다 (샘플러는 허용하지 않습니다)." #: servers/rendering/shader_language.cpp msgid "Expected an identifier or '[' after type." msgstr "타입 뒤에 식별자 또는 '['가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected an identifier." msgstr "식별자가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected array initializer." msgstr "배열 초기화 문이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected data type after precision modifier." msgstr "정밀도 수정자 뒤에 데이터 타입이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected a constant expression." msgstr "상수 표현식이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected initialization of constant." msgstr "상수의 초기화가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "" "Expected constant expression for argument %d of function call after '='." msgstr "'=' 뒤에 오는 함수 호출의 인수 %d에 대해 상수 표현식이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected a boolean expression." msgstr "부울 표현식이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected an integer expression." msgstr "정수 표현식이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Cases must be defined before default case." msgstr "케이스 정의는 기본 케이스 정의 이전에 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Default case must be defined only once." msgstr "기본 케이스는 한 번만 정의해야 합니다." #: servers/rendering/shader_language.cpp msgid "Duplicated case label: %d." msgstr "중복된 케이스 라벨: %d." #: servers/rendering/shader_language.cpp msgid "'%s' must be placed within a '%s' block." msgstr "'%s'는 '%s' 블록 내에 배치해야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected an integer constant." msgstr "정수형 상수가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Using '%s' in the '%s' processor function is incorrect." msgstr "'%s'를 '%s' 프로세서 함수에서 사용하는 것은 올바르지 않습니다." #: servers/rendering/shader_language.cpp msgid "Expected '%s' with an expression of type '%s'." msgstr "여기서 '%s'가 ('%s' 타입을 가진 표현문과 함께) 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected return with an expression of type '%s'." msgstr "여기서 '%s' 타입을 가지는 표현문을 반환해야 합니다." #: servers/rendering/shader_language.cpp msgid "Use of '%s' is not allowed here." msgstr "'%s'은(는) 여기에 쓸 수 없습니다." #: servers/rendering/shader_language.cpp msgid "'%s' is not allowed outside of a loop or '%s' statement." msgstr "'%s'는 루프 또는 '%s' 문 외부에서 허용되지 않습니다." #: servers/rendering/shader_language.cpp msgid "'%s' is not allowed outside of a loop." msgstr "'%s'는 루프 외부에서 허용되지 않습니다." #: servers/rendering/shader_language.cpp msgid "The middle expression is expected to be a boolean operator." msgstr "중간 표현식에 부울 연산자가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "The left expression is expected to be a variable declaration." msgstr "왼쪽 표현식에 변수 선언이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "The precision modifier cannot be used on structs." msgstr "정밀도 수정자는 구조체에는 사용할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "The precision modifier cannot be used on boolean types." msgstr "정밀도 수정자는 부울 유형에는 사용할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Expected '%s' at the beginning of shader. Valid types are: %s." msgstr "" "셰이더 시작 부분에 '%s'가 와야 합니다. 유효한 타입들은 다음과 같습니다: %s." #: servers/rendering/shader_language.cpp msgid "" "Expected an identifier after '%s', indicating the type of shader. Valid " "types are: %s." msgstr "" "'%s' 뒤에 셰이더 유형을 나타내는 식별자가 있어야 합니다. 유효한 타입들은 다음" "과 같습니다: %s." #: servers/rendering/shader_language.cpp msgid "Invalid shader type. Valid types are: %s" msgstr "잘못된 셰이더 타입입니다. 유효한 타입들은 다음과 같습니다: %s" #: servers/rendering/shader_language.cpp msgid "Expected an identifier for render mode." msgstr "렌더링 모드에 대한 식별자가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Duplicated render mode: '%s'." msgstr "중복된 렌더링 모드: '%s'." #: servers/rendering/shader_language.cpp msgid "" "Redefinition of render mode: '%s'. The '%s' mode has already been set to " "'%s'." msgstr "렌더링 모드의 재정의: '%s'. '%s' 모드는 이미 '%s'로 설정되었습니다." #: servers/rendering/shader_language.cpp msgid "Invalid render mode: '%s'." msgstr "잘못된 렌더 모드: '%s'." #: servers/rendering/shader_language.cpp #: servers/rendering/shader_preprocessor.h msgid "Unexpected token: '%s'." msgstr "예기치 못한 토큰: '%s'." #: servers/rendering/shader_language.cpp msgid "Expected a struct identifier." msgstr "구조체 식별자가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Nested structs are not allowed." msgstr "중첩 구조체는 허용되지 않습니다." #: servers/rendering/shader_language.cpp msgid "Expected data type." msgstr "데이터 타입이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "A '%s' data type is not allowed here." msgstr "여기에서는 '%s' 데이터 유형이 허용되지 않습니다." #: servers/rendering/shader_language.cpp msgid "Expected an identifier or '['." msgstr "식별자 또는 '['가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Empty structs are not allowed." msgstr "빈 구조체는 허용되지 않습니다." #: servers/rendering/shader_language.cpp msgid "Uniform instances are not yet implemented for '%s' shaders." msgstr "'%s' 셰이더에 대한 유니폼 인스턴스는 아직 구현되지 않았습니다." #: servers/rendering/shader_language.cpp msgid "Uniform instances are not supported in gl_compatibility shaders." msgstr "유니폼 인스턴스는 gl_compatibility 셰이더에서 지원되지 않습니다." #: servers/rendering/shader_language.cpp msgid "Varyings cannot be used in '%s' shaders." msgstr "varying은 '%s' 셰이더에서 사용할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Interpolation qualifiers are not supported for uniforms." msgstr "유니폼에는 보간 한정자가 지원되지 않습니다." #: servers/rendering/shader_language.cpp msgid "The '%s' data type is not supported for uniforms." msgstr "유니폼에는 '%s' 데이터 타입이 지원되지 않습니다." #: servers/rendering/shader_language.cpp msgid "The '%s' data type is not allowed here." msgstr "여기서 '%s' 데이터 타입을 사용할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Interpolation modifier '%s' cannot be used with boolean types." msgstr "보간 수정자 '%s'는 부울 타입과 함께 사용할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Invalid data type for varying." msgstr "잘못된 varying 데이터 타입입니다." #: servers/rendering/shader_language.cpp msgid "Global uniform '%s' does not exist. Create it in Project Settings." msgstr "글로벌 유니폼 '%s'가 존재하지 않습니다. 프로젝트 설정에서 생성하세요." #: servers/rendering/shader_language.cpp msgid "Global uniform '%s' must be of type '%s'." msgstr "글로벌 유니폼 '%s'는 '%s' 유형이어야 합니다." #: servers/rendering/shader_language.cpp msgid "The '%s' qualifier is not supported for sampler types." msgstr "샘플러 유형에는 '%s' 한정자가 지원되지 않습니다." #: servers/rendering/shader_language.cpp msgid "The '%s' qualifier is not supported for matrix types." msgstr "행렬 유형에는 '%s' 한정자가 지원되지 않습니다." #: servers/rendering/shader_language.cpp msgid "The '%s' qualifier is not supported for uniform arrays." msgstr "균일 배열에는 '%s' 한정자가 지원되지 않습니다." #: servers/rendering/shader_language.cpp msgid "Expected valid type hint after ':'." msgstr "':' 뒤에 예상되는 유효한 유형 힌트입니다." #: servers/rendering/shader_language.cpp msgid "This hint is not supported for uniform arrays." msgstr "이 힌트는 균일 배열에는 지원되지 않습니다." #: servers/rendering/shader_language.cpp msgid "Source color hint is for '%s', '%s' or sampler types only." msgstr "소스 색상 힌트는 '%s', '%s', 샘플러 유형에만 사용할 수 있습니다." #: servers/rendering/shader_language.cpp msgid "Duplicated hint: '%s'." msgstr "중복된 힌트: '%s'." #: servers/rendering/shader_language.cpp msgid "Range hint is for '%s' and '%s' only." msgstr "범위 힌트는 '%s' 및 '%s'에만 사용할 수 있습니다." #: servers/rendering/shader_language.cpp msgid "Expected ',' after integer constant." msgstr "정수형 상수 뒤에 ','가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected an integer constant after ','." msgstr "',' 뒤에 정수형 상수가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Can only specify '%s' once." msgstr "'%s'를 한 번만 지정할 수 있습니다." #: servers/rendering/shader_language.cpp msgid "The instance index can't be negative." msgstr "인스턴스 인덱스는 음수일 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Allowed instance uniform indices must be within [0..%d] range." msgstr "허용되는 인스턴스 균일 인덱스는 [0..%d] 범위 내에 있어야 합니다." #: servers/rendering/shader_language.cpp msgid "" "'hint_normal_roughness_texture' is only available when using the Forward+ " "backend." msgstr "" "'hint_normal_roughness_texture'은 Forward+ 백엔드를 사용할 때만 사용할 수 있" "습니다." #: servers/rendering/shader_language.cpp msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders." msgstr "'hint_normal_roughness_texture'는 '%s' 셰이더에서 지원되지 않습니다." #: servers/rendering/shader_language.cpp msgid "'hint_depth_texture' is not supported in '%s' shaders." msgstr "'hint_depth_texture'는 '%s' 셰이더에서 지원되지 않습니다." #: servers/rendering/shader_language.cpp msgid "This hint is only for sampler types." msgstr "이 힌트는 샘플러 유형에만 해당됩니다." #: servers/rendering/shader_language.cpp msgid "Redefinition of hint: '%s'. The hint has already been set to '%s'." msgstr "힌트 재정의: '%s'. 힌트가 이미 '%s'로 설정되었습니다." #: servers/rendering/shader_language.cpp msgid "Duplicated filter mode: '%s'." msgstr "중복된 필터 모드: '%s'." #: servers/rendering/shader_language.cpp msgid "" "Redefinition of filter mode: '%s'. The filter mode has already been set to " "'%s'." msgstr "필터 모드의 재정의: '%s'. 필터 모드는 이미 '%s'로 설정되었습니다." #: servers/rendering/shader_language.cpp msgid "Duplicated repeat mode: '%s'." msgstr "중복된 반복 모드: '%s'." #: servers/rendering/shader_language.cpp msgid "" "Redefinition of repeat mode: '%s'. The repeat mode has already been set to " "'%s'." msgstr "반복 모드의 재정의: '%s'. 반복 모드는 이미 '%s'로 설정되었습니다." #: servers/rendering/shader_language.cpp msgid "Too many '%s' uniforms in shader, maximum supported is %d." msgstr "셰이더에 '%s' 유니폼이 너무 많습니다, 지원되는 최대 개수는 %d입니다." #: servers/rendering/shader_language.cpp msgid "Setting default values to uniform arrays is not supported." msgstr "uniform 배열에 기본값을 설정하는 것은 지원되지 않습니다." #: servers/rendering/shader_language.cpp msgid "Expected constant expression after '='." msgstr "'=' 뒤에 상수 표현식이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Can't convert constant to '%s'." msgstr "상수를 '%s'로 변환할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Expected an uniform subgroup identifier." msgstr "uniform 하위 그룹 식별자를 기대했습니다." #: servers/rendering/shader_language.cpp msgid "Expected an uniform group identifier." msgstr "uniform 그룹 식별자를 기대했습니다." #: servers/rendering/shader_language.cpp msgid "Expected an uniform group identifier or `;`." msgstr "uniform 그룹 식별자 또는 `;`이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Group needs to be opened before." msgstr "이 앞에 열린 그룹이 있어야 합니다." #: servers/rendering/shader_language.cpp msgid "Shader type is already defined." msgstr "셰이더 유형이 이미 정의되어 있습니다." #: servers/rendering/shader_language.cpp msgid "Expected constant, function, uniform or varying." msgstr "상수, 함수, uniform, varying 중 하나가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Invalid constant type (samplers are not allowed)." msgstr "잘못된 상수 타입입니다 (샘플러는 허용하지 않습니다)." #: servers/rendering/shader_language.cpp msgid "Invalid function type (samplers are not allowed)." msgstr "잘못된 함수 타입입니다 (샘플러는 허용하지 않습니다)." #: servers/rendering/shader_language.cpp msgid "Expected a function name after type." msgstr "타입 뒤에 함수 이름이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected '(' after function identifier." msgstr "함수 식별자 뒤에 '('가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "" "Global non-constant variables are not supported. Expected '%s' keyword " "before constant definition." msgstr "" "상수가 아닌 전역 변수는 지원되지 않습니다. 상수 정의 앞에 '%s' 키워드가 와야 " "합니다." #: servers/rendering/shader_language.cpp msgid "Expected an identifier after type." msgstr "유형 뒤에 식별자가 와야 합니다." #: servers/rendering/shader_language.cpp msgid "" "The '%s' qualifier cannot be used within a function parameter declared with " "'%s'." msgstr "'%s' 한정자는 '%s'로 선언된 함수 매개 변수 내에서 사용할 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Expected a valid data type for argument." msgstr "인자로 유효한 데이터 타입이 있어야 합니다." #: servers/rendering/shader_language.cpp msgid "Opaque types cannot be output parameters." msgstr "불투명한 타입이 출력 인자일 수 없습니다." #: servers/rendering/shader_language.cpp msgid "Void type not allowed as argument." msgstr "void 타입은 인자로 허용되지 않습니다." #: servers/rendering/shader_language.cpp msgid "Expected an identifier for argument name." msgstr "인자 이름에 대한 식별자가 필요합니다." #: servers/rendering/shader_language.cpp msgid "Function '%s' expects no arguments." msgstr "함수 '%s'에는 인수가 없습니다." #: servers/rendering/shader_language.cpp msgid "Function '%s' must be of '%s' return type." msgstr "함수 '%s'는 반환 유형이 '%s'여야 합니다." #: servers/rendering/shader_language.cpp msgid "Expected a '{' to begin function." msgstr "함수를 시작하는 '{'가 필요합니다." #: servers/rendering/shader_language.cpp msgid "Expected at least one '%s' statement in a non-void function." msgstr "void가 아닌 함수에는 하나 이상의 '%s' 문이 와야 합니다." #: servers/rendering/shader_language.cpp msgid "uniform buffer" msgstr "uniform 버퍼" #: servers/rendering/shader_language.h servers/rendering/shader_preprocessor.h msgid "Expected a '%s'." msgstr "'%s'가 와야 합니다." #: servers/rendering/shader_language.h msgid "Expected a '%s' or '%s'." msgstr "'%s' 또는 '%s'가 와야 합니다." #: servers/rendering/shader_language.h msgid "Expected a '%s' after '%s'." msgstr "'%s' 앞에 '%s'가 와야 합니다." #: servers/rendering/shader_language.h msgid "Redefinition of '%s'." msgstr "'%s'의 재정의입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Unknown directive." msgstr "알 수 없는 지시문입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Invalid macro name." msgstr "잘못된 매크로 이름입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Macro redefinition." msgstr "매크로 재정의가 있습니다." #: servers/rendering/shader_preprocessor.cpp msgid "Invalid argument name." msgstr "잘못된 인자명입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Expected a comma in the macro argument list." msgstr "매크로 인수 목록에 쉼표가 필요합니다." #: servers/rendering/shader_preprocessor.cpp msgid "'##' must not appear at beginning of macro expansion." msgstr "" #: servers/rendering/shader_preprocessor.cpp msgid "'##' must not appear at end of macro expansion." msgstr "" #: servers/rendering/shader_preprocessor.cpp msgid "Unmatched elif." msgstr "매칭되지 않은 elif입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Missing condition." msgstr "조건이 없습니다." #: servers/rendering/shader_preprocessor.cpp msgid "Condition evaluation error." msgstr "조건을 계산하는 데 오류가 있습니다." #: servers/rendering/shader_preprocessor.cpp msgid "Unmatched else." msgstr "매칭되지 않은 else입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Invalid else." msgstr "잘못된 else입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Unmatched endif." msgstr "매칭되지 않은 endif입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Invalid endif." msgstr "잘못된 endif입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Invalid ifdef." msgstr "잘못된 ifdef입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Invalid ifndef." msgstr "잘못된 ifndef입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Shader include file does not exist:" msgstr "셰이더 인클루드 파일이 존재하지 않습니다:" #: servers/rendering/shader_preprocessor.cpp msgid "" "Shader include load failed. Does the shader include exist? Is there a cyclic " "dependency?" msgstr "" "셰이더 인클루드를 불러오지 못했습니다. 셰이더 인클루드가 존재하나요? 순환 참" "조가 있나요?" #: servers/rendering/shader_preprocessor.cpp msgid "Shader include resource type is wrong." msgstr "셰이더 인클루드 리소스 유형이 잘못되었습니다." #: servers/rendering/shader_preprocessor.cpp msgid "Cyclic include found" msgstr "순환 참조가 발견되었습니다" #: servers/rendering/shader_preprocessor.cpp msgid "Shader max include depth exceeded." msgstr "셰이더의 최대 참조 깊이가 초과되었습니다." #: servers/rendering/shader_preprocessor.cpp msgid "Invalid pragma directive." msgstr "잘못된 pragma 지시문입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Invalid undef." msgstr "잘못된 undef입니다." #: servers/rendering/shader_preprocessor.cpp msgid "Macro expansion limit exceeded." msgstr "매크로 확장 제한을 초과했습니다." #: servers/rendering/shader_preprocessor.cpp msgid "Invalid macro argument list." msgstr "매크로의 인자 리스트가 잘못되었습니다." #: servers/rendering/shader_preprocessor.cpp msgid "Invalid macro argument." msgstr "매크로의 인자가 잘못되었습니다." #: servers/rendering/shader_preprocessor.cpp msgid "Invalid macro argument count." msgstr "매크로의 인자 개수가 잘못되었습니다." #: servers/rendering/shader_preprocessor.cpp msgid "Can't find matching branch directive." msgstr "일치하는 브랜치 지시문을 찾을 수 없습니다." #: servers/rendering/shader_preprocessor.cpp msgid "Invalid symbols placed before directive." msgstr "지시문 앞에 올바르지 않은 기호가 있습니다." #: servers/rendering/shader_preprocessor.cpp msgid "Unmatched conditional statement." msgstr "매칭되지 않은 조건문이 있습니다." #: servers/rendering/shader_warnings.cpp msgid "" "Direct floating-point comparison (this may not evaluate to `true` as you " "expect). Instead, use `abs(a - b) < 0.0001` for an approximate but " "predictable comparison." msgstr "" "직접 부동소수점 비교(예상대로 '참'으로 평가되지 않을 수 있음). 대신, 근사치이" "지만 예측 가능한 비교를 위해 `abs(a - b) < 0.0001`을 사용합니다." #: servers/rendering/shader_warnings.cpp msgid "The const '%s' is declared but never used." msgstr "상수 '%s'가 선언되었지만 사용되지 않았습니다." #: servers/rendering/shader_warnings.cpp msgid "The function '%s' is declared but never used." msgstr "함수 '%s'가 선언되었지만 사용되지 않았습니다." #: servers/rendering/shader_warnings.cpp msgid "The struct '%s' is declared but never used." msgstr "구조체 '%s'가 선언되었지만 사용되지 않았습니다." #: servers/rendering/shader_warnings.cpp msgid "The uniform '%s' is declared but never used." msgstr "uniform '%s'가 선언되었지만 사용되지 않았습니다." #: servers/rendering/shader_warnings.cpp msgid "The varying '%s' is declared but never used." msgstr "varying '%s'가 선언되었지만 사용되지 않았습니다." #: servers/rendering/shader_warnings.cpp msgid "The local variable '%s' is declared but never used." msgstr "로컬 변수 '%s'가 선언되었지만 사용되지 않았습니다." #: servers/rendering/shader_warnings.cpp msgid "" "The total size of the %s for this shader on this device has been exceeded " "(%d/%d). The shader may not work correctly." msgstr "" "이 장치에서 이 셰이더에 대한 %s의 총 크기를 초과했습니다(%d/%d). 셰이더가 제" "대로 작동하지 않을 수 있습니다." #: servers/rendering/shader_warnings.cpp msgid "" "You are attempting to assign the VERTEX position in model space to the " "vertex POSITION in clip space. The definition of clip space changed in " "version 4.3, so if this code was written prior to 4.3, it will not continue " "to work. Consider specifying the clip space z-component directly i.e. use " "`vec4(VERTEX.xy, 1.0, 1.0)`." msgstr ""