From 0dcadaf02a2533f344813d9ccb998380afb95887 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Wed, 21 Feb 2024 15:25:20 +0100 Subject: [PATCH] i18n: Sync translations with Weblate Last sync for 4.2, then moving to 4.3. --- doc/translations/de.po | 573 +- doc/translations/es.po | 76 +- doc/translations/fr.po | 138 +- doc/translations/zh_CN.po | 4340 ++++++++++++++- doc/translations/zh_TW.po | 1526 +++--- editor/translations/editor/ar.po | 140 +- editor/translations/editor/cs.po | 28 +- editor/translations/editor/de.po | 45 +- editor/translations/editor/es.po | 21 +- editor/translations/editor/es_AR.po | 209 +- editor/translations/editor/fa.po | 14 +- editor/translations/editor/he.po | 59 +- editor/translations/editor/it.po | 104 +- editor/translations/editor/ja.po | 48 +- editor/translations/editor/ka.po | 76 +- editor/translations/editor/ko.po | 64 +- editor/translations/editor/pl.po | 60 +- editor/translations/editor/pt.po | 31 +- editor/translations/editor/pt_BR.po | 375 +- editor/translations/editor/ro.po | 20 +- editor/translations/editor/ru.po | 49 +- editor/translations/editor/tr.po | 48 +- editor/translations/editor/uk.po | 30 +- editor/translations/editor/vi.po | 693 ++- editor/translations/editor/zh_CN.po | 45 +- editor/translations/editor/zh_TW.po | 100 +- editor/translations/properties/ar.po | 12 +- editor/translations/properties/fr.po | 40 +- editor/translations/properties/ka.po | 6648 +++++++++++++++++++++++ editor/translations/properties/pl.po | 27 +- editor/translations/properties/ru.po | 34 +- editor/translations/properties/uk.po | 20 +- editor/translations/properties/zh_TW.po | 39 +- 33 files changed, 14630 insertions(+), 1102 deletions(-) create mode 100644 editor/translations/properties/ka.po diff --git a/doc/translations/de.po b/doc/translations/de.po index 50eb470db14..3a7fb1a62bb 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -67,7 +67,7 @@ # dasTholo , 2023. # Ettore Atalan , 2023. # Arktikus , 2023. -# marv1nb , 2023. +# marv1nb , 2023, 2024. # Rob G , 2023. # Joshiy13 , 2023. # Wuzzy , 2023. @@ -78,12 +78,14 @@ # Tobias Mohr , 2023. # Florian Schaupp , 2023. # Eric Brändli , 2024. +# Emil Krebs , 2024. +# Flyon , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-01-19 08:19+0000\n" -"Last-Translator: Cerno_b \n" +"PO-Revision-Date: 2024-02-12 02:24+0000\n" +"Last-Translator: Eric Brändli \n" "Language-Team: German \n" "Language: de\n" @@ -235,6 +237,20 @@ msgstr "" "Zurzeit gibt es für dieses Signal keine Beschreibung. Bitte helfen Sie uns, " "indem Sie :ref:` eine beitragen `!" +msgid "" +"There is currently no description for this enum. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Zurzeit gibt es für diese Enumeration keine Beschreibung. Bitte helfen Sie " +"uns, indem Sie :ref:` eine beitragen `!" + +msgid "" +"There is currently no description for this constant. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Zurzeit gibt es für diesen Konstante keine Beschreibung. Bitte helfen Sie " +"uns, indem Sie :ref:` eine beitragen `!" + msgid "" "There is currently no description for this annotation. Please help us by :ref:" "`contributing one `!" @@ -1720,6 +1736,28 @@ msgstr "" "Verweise verloren gegangen sind. Wenn das Skript erneut geladen wird, werden " "die statischen Variablen auf ihre Standardwerte zurückgesetzt." +msgid "" +"Mark the current script as a tool script, allowing it to be loaded and " +"executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]Running code in the editor[/url].\n" +"[codeblock]\n" +"@tool\n" +"extends Node\n" +"[/codeblock]\n" +"[b]Note:[/b] As annotations describe their subject, the [annotation @tool] " +"annotation must be placed before the class definition and inheritance." +msgstr "" +"Markiert das aktuelle Skript als Tool Skript und ermöglicht es ihm im Editor " +"geladen und ausgeführt zu werden. Siehe [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]Code im Editor ausführen[/url].\n" +"[codeblock]\n" +"@tool\n" +"extends Node\n" +"[/codeblock]\n" +"[b]Anmerkung:[/b] Da Annotationen ihren jeweiligen Bereich beschreiben, muss " +"die [annotation @tool] vor der Klassendefinition und der Vererbung platziert " +"werden." + msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " @@ -2105,6 +2143,48 @@ msgstr "" "kleinste ganze Zahl zurück, die nicht kleiner als [param x] ist.\n" "Eine typsichere Version von [method ceil], die einen [int] zurückgibt." +msgid "" +"Clamps the [param value], returning a [Variant] not less than [param min] and " +"not more than [param max]. Any values that can be compared with the less than " +"and greater than operators will work.\n" +"[codeblock]\n" +"var a = clamp(-10, -1, 5)\n" +"# a is -1\n" +"\n" +"var b = clamp(8.1, 0.9, 5.5)\n" +"# b is 5.5\n" +"[/codeblock]\n" +"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " +"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " +"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " +"[method Color.clamp] (not currently supported by this method).\n" +"[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" +"wise clamping, and will pick [param min] if [code]value < min[/code] or " +"[param max] if [code]value > max[/code]. To perform component-wise clamping " +"use the methods listed above." +msgstr "" +"Klemmt den [param value] und gibt eine [Variant] zurück, die nicht kleiner " +"als [param min] und nicht größer als [param max] ist. Alle Werte, die mit den " +"Operatoren kleiner als und größer als verglichen werden können, " +"funktionieren.\n" +"[codeblock]\n" +"var a = clamp(-10, -1, 5)\n" +"# a is -1\n" +"\n" +"var b = clamp(8.1, 0.9, 5.5)\n" +"# b is 5.5\n" +"[/codeblock]\n" +"[b]Hinweis:[/b] Für eine bessere Typsicherheit verwenden Sie [method clampf], " +"[method clampi], [method Vector2.clamp], [method Vector2i.clamp], [method " +"Vector3.clamp], [method Vector3i.clamp], [method Vector4.clamp], [method " +"Vector4i.clamp] oder [method Color.clamp](von dieser Methode derzeit nicht " +"unterstützt).\n" +"[b]Hinweis:[/b] Wenn dies auf Vektoren verwendet wird, führt es [i]not[/i] " +"komponentenweise Klemmung durch und wählt [param min] aus, wenn [code]value < " +"min[/code] ist, oder [param max], wenn [code]value > ist max[/code]. Um eine " +"komponentenweise Klemmung durchzuführen, verwenden Sie die oben aufgeführten " +"Methoden." + msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" @@ -2302,6 +2382,32 @@ msgstr "" "var a = exp(2) # Circa 7.39\n" "[/codeblock]" +msgid "" +"Rounds [param x] downward (towards negative infinity), returning the largest " +"whole number that is not more than [param x]. Supported types: [int], " +"[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " +"[Vector4i].\n" +"[codeblock]\n" +"var a = floor(2.99) # a is 2.0\n" +"a = floor(-2.99) # a is -3.0\n" +"[/codeblock]\n" +"See also [method ceil], [method round], and [method snapped].\n" +"[b]Note:[/b] For better type safety, use [method floorf], [method floori], " +"[method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]." +msgstr "" +"Rundet [param x] ab (in Richtung negativ unendlich) und gibt die größte ganze " +"Zahl zurück, welche nicht größer als [param x] ist. Unterstützte Typen: " +"[int], [float], [Vector2],[Vector2i], [Vector3], [Vector3i],[Vector4]," +"[Vector4i].\n" +"[codeblock]\n" +"var a = floor(2.99) # a ist 2.0\n" +"a = floor(-2.99) # a ist -3.0\n" +"[/codeblock]\n" +"Siehe auch [method ceil], [method round], und [method snapped].\n" +"[b]Hinweis:[/b] Für bessere Typsicherheit verwenden Sie [method floorf], " +"[method floori], [method Vector2.floor], [method Vector3.floor] oder [method " +"Vector4.floor]." + msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" @@ -6201,6 +6307,15 @@ msgstr "" "Die Eigenschaft [NodePath] ist immer relativ zur Szenen-Verzeichnis. Meist " "für lokale Ressourcen hilfreich." +msgid "" +"Use when a resource is created on the fly, i.e. the getter will always return " +"a different instance. [ResourceSaver] needs this information to properly save " +"such resources." +msgstr "" +"Wird verwendet, wenn eine Ressource im laufenden Betrieb erstellt wird, d. h. " +"der Getter gibt immer eine andere Instanz zurück. [ResourceSaver] benötigt " +"diese Informationen, um solche Ressourcen ordnungsgemäß zu speichern." + msgid "" "Inserting an animation key frame of this property will automatically " "increment the value, allowing to easily keyframe multiple values in a row." @@ -6476,6 +6591,38 @@ msgstr "Stellt die Größe dar des [enum Variant.Operator] enum." msgid "A 3D axis-aligned bounding box." msgstr "Ein an den 3D-Achsen ausgerichtetes Begrenzungsrechteck." +msgid "" +"The [AABB] built-in [Variant] type represents an axis-aligned bounding box in " +"a 3D space. It is defined by its [member position] and [member size], which " +"are [Vector3]. It is frequently used for fast overlap tests (see [method " +"intersects]). Although [AABB] itself is axis-aligned, it can be combined with " +"[Transform3D] to represent a rotated or skewed bounding box.\n" +"It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. " +"There is no version of [AABB] that uses integer coordinates.\n" +"[b]Note:[/b] Negative values for [member size] are not supported. With " +"negative size, most [AABB] methods do not work correctly. Use [method abs] to " +"get an equivalent [AABB] with a non-negative size.\n" +"[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] " +"if both [member position] and [member size] are zero (equal to [constant " +"Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code]." +msgstr "" +"Der integrierte Typ [AABB] [Variant] stellt einen achsenausgerichteten " +"Begrenzungsrahmen in einem 3D-Raum dar. Es wird durch seine [member position] " +"und [member size] definiert, die [Vector3] sind. Es wird häufig für schnelle " +"Überlappungstests verwendet (siehe [method intersects]). Obwohl [AABB] selbst " +"achsenausgerichtet ist, kann es mit [Transform3D] kombiniert werden, um einen " +"gedrehten oder geneigten Begrenzungsrahmen darzustellen.\n" +"Es verwendet Gleitkommakoordinaten. Das 2D-Gegenstück zu [AABB] ist [Rect2]. " +"Es gibt keine Version von [AABB], die ganzzahlige Koordinaten verwendet.\n" +"[b]Notiz:[/b] Negative Werte für [member size] werden nicht unterstützt. Bei " +"negativer Größe funktionieren die meisten [AABB]-Methoden nicht richtig. " +"Verwenden Sie [method abs], um ein äquivalentes [AABB] mit einer nicht " +"negativen Größe zu erhalten.\n" +"[b]Notiz:[/b] In einem booleschen Kontext wird ein [AABB] zu [code]false[/" +"code] ausgewertet, wenn sowohl [member position] als auch [member size] Null " +"sind (gleich zu [constant Vector3.ZERO]). Ansonsten wird immer [code]true[/" +"code] ausgewertet." + msgid "Vector math" msgstr "Vektor-Mathematik" @@ -6485,6 +6632,383 @@ msgstr "Fortgeschrittene Vektor-Mathematik" msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "Konstruiert einen [AABB] als Kopie des gegebenen [AABB]." +msgid "" +"Returns an [AABB] equivalent to this bounding box, with its width, height, " +"and depth modified to be non-negative values.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" +"var absolute = box.abs()\n" +"print(absolute.position) # Prints (-15, -10, 0)\n" +"print(absolute.size) # Prints (20, 10, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" +"var absolute = box.Abs();\n" +"GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" +"GD.Print(absolute.Size); // Prints (20, 10, 5)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] It's recommended to use this method when [member size] is " +"negative, as most other methods in Godot assume that the [member size]'s " +"components are greater than [code]0[/code]." +msgstr "" +"Gibt ein [AABB]-Äquivalent zu diesem Begrenzungsrahmen zurück, dessen Breite, " +"Höhe und Tiefe so geändert wurden, dass sie nicht negative Werte sind.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" +"var absolute = box.abs()\n" +"print(absolute.position) # Prints (-15, -10, 0)\n" +"print(absolute.size) # Prints (20, 10, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" +"var absolute = box.Abs();\n" +"GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" +"GD.Print(absolute.Size); // Prints (20, 10, 5)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Hinweis:[/b] Es wird empfohlen, diese Methode zu verwenden, wenn die " +"[member size] negativ ist, da die meisten anderen Methoden in Godot davon " +"ausgehen, dass die Komponenten der [member size] größer als [code]0[/code] " +"sind." + +msgid "" +"Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the " +"[param with] box. The edges of both boxes are included.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" +"var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" +"var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" +"\n" +"print(a.encloses(a)) # Prints true\n" +"print(a.encloses(b)) # Prints true\n" +"print(a.encloses(c)) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" +"var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" +"var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" +"\n" +"GD.Print(a.Encloses(a)); // Prints True\n" +"GD.Print(a.Encloses(b)); // Prints True\n" +"GD.Print(a.Encloses(c)); // Prints False\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Gibt [code]true[/code] zurück, wenn diese Bounding Box die [param with] Box " +"[i]vollständig[/i] einschließt. Die Kanten beider Boxen sind inbegriffen.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" +"var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" +"var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" +"\n" +"print(a.encloses(a)) # Gibt true aus\n" +"print(a.encloses(b)) # Gibt true aus\n" +"print(a.encloses(c)) # Gibt false aus\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" +"var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" +"var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" +"\n" +"GD.Print(a.Encloses(a)); // Gibt True aus\n" +"GD.Print(a.Encloses(b)); // Gibt True aus\n" +"GD.Print(a.Encloses(c)); // Gibt False aus\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the position of one of the 8 vertices that compose this bounding box. " +"With a [param idx] of [code]0[/code] this is the same as [member position], " +"and a [param idx] of [code]7[/code] is the same as [member end]." +msgstr "" +"Gibt die Position eines der 8 Eckpunkte, die diese Bounding Box definieren, " +"zurück. Mit einem [param idx] von [code]0[/code] ist dies dasselbe wie " +"[member position] und ein [param idx] von [code]7[/code] ist dasselbe wie " +"[member end]." + +msgid "" +"Returns the longest normalized axis of this bounding box's [member size], as " +"a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " +"Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_longest_axis()) # Prints (0, 0, 1)\n" +"print(box.get_longest_axis_index()) # Prints 2\n" +"print(box.get_longest_axis_size()) # Prints 8\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n" +"GD.Print(box.GetLongestAxisIndex()); // Prints 2\n" +"GD.Print(box.GetLongestAxisSize()); // Prints 8\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method get_longest_axis_index] and [method get_longest_axis_size]." +msgstr "" +"Gibt die längste normalisierte Achse der [member size] dieser Bounding Box " +"zurück, entweder als [Vector3] ([constant Vector3.RIGHT], [constant Vector3." +"UP], oder als [constant Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_longest_axis()) # Gibt (0, 0, 1) aus\n" +"print(box.get_longest_axis_index()) # Gibt 2 aus\n" +"print(box.get_longest_axis_size()) # Gibt 8 aus\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetLongestAxis()); // Gibt (0, 0, 1) aus\n" +"GD.Print(box.GetLongestAxisIndex()); // Gibt 2 aus\n" +"GD.Print(box.GetLongestAxisSize()); // Gibt 8 aus\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Siehe auch [method get_longest_axis_index] und [method get_longest_axis_size]." + +msgid "" +"Returns the index to the longest axis of this bounding box's [member size] " +"(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " +"Vector3.AXIS_Z]).\n" +"For an example, see [method get_longest_axis]." +msgstr "" +"Gibt den Index der längsten normalisierten Achse der [member size] dieser " +"Bounding Box zurück (siehe [constant Vector3.AXIS_X], [constant Vector3." +"AXIS_Y], und [constant Vector3.AXIS_Z]).\n" +"Als Beispiel, siehe [method get_longest_axis]." + +msgid "" +"Returns the longest dimension of this bounding box's [member size].\n" +"For an example, see [method get_longest_axis]." +msgstr "" +"Gibt die längste Dimension der [member size] dieser Bounding Box zurück.\n" +"Als Beispiel, siehe [method get_longest_axis]." + +msgid "" +"Returns the shortest normaalized axis of this bounding box's [member size], " +"as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " +"Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_shortest_axis()) # Prints (1, 0, 0)\n" +"print(box.get_shortest_axis_index()) # Prints 0\n" +"print(box.get_shortest_axis_size()) # Prints 2\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n" +"GD.Print(box.GetShortestAxisIndex()); // Prints 0\n" +"GD.Print(box.GetShortestAxisSize()); // Prints 2\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method get_shortest_axis_index] and [method get_shortest_axis_size]." +msgstr "" +"Gibt die kürzeste normalisierte Achse der [member size] dieser Bounding Box " +"zurück, entweder als [Vector3] ([constant Vector3.RIGHT], [constant Vector3." +"UP], oder als [constant Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_shortest_axis()) # Gibt (1, 0, 0) aus\n" +"print(box.get_shortest_axis_index()) # Gibt 0 aus\n" +"print(box.get_shortest_axis_size()) # Gibt 2 aus\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetShortestAxis()); // Gibt (1, 0, 0) aus\n" +"GD.Print(box.GetShortestAxisIndex()); // Gibt 0 aus\n" +"GD.Print(box.GetShortestAxisSize()); // Gibt 2 aus\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Siehe auch [method get_shortest_axis_index] und [method " +"get_shortest_axis_size]." + +msgid "" +"Returns the index to the shortest axis of this bounding box's [member size] " +"(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " +"Vector3.AXIS_Z]).\n" +"For an example, see [method get_shortest_axis]." +msgstr "" +"Gibt den Index der kürzesten normalisierten Achse der [member size] dieser " +"Bounding Box zurück (siehe [constant Vector3.AXIS_X], [constant Vector3." +"AXIS_Y], und [constant Vector3.AXIS_Z]).\n" +"Als Beispiel, siehe [method get_shortest_axis]." + +msgid "" +"Returns the shortest dimension of this bounding box's [member size].\n" +"For an example, see [method get_shortest_axis]." +msgstr "" +"Gibt die kürzeste Dimension der [member size] dieser Bounding Box zurück.\n" +"Als Beispiel, siehe [method get_shortest_axis]." + +msgid "" +"Returns the bounding box's volume. This is equivalent to [code]size.x * size." +"y * size.z[/code]. See also [method has_volume]." +msgstr "" +"Gibt das Volumen des Begrenzungsrahmens zurück. Dies entspricht [code]size.x " +"* size.y * size.z[/code]. Siehe auch [method has_volume]." + +msgid "" +"Returns a copy of this bounding box extended on all sides by the given amount " +"[param by]. A negative amount shrinks the box instead.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" +"print(a.position) # Prints (0, 0, 0)\n" +"print(a.size) # Prints (16, 16, 16)\n" +"\n" +"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" +"print(b.position) # Prints (-2, -2, -2)\n" +"print(b.size) # Prints (12, 8, 6)\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" +"GD.Print(a.Position); // Prints (0, 0, 0)\n" +"GD.Print(a.Size); // Prints (16, 16, 16)\n" +"\n" +"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" +"GD.Print(b.Position); // Prints (-2, -2, -2)\n" +"GD.Print(b.Size); // Prints (12, 8, 6)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Gibt eine an allen Seiten um die gegebenen Größe [param by] vergrößerte Kopie " +"dieser Bounding Box zurück. Ein negativer Wert verkleinert die Box " +"stattdessen.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" +"print(a.position) # Gibt (0, 0, 0) aus\n" +"print(a.size) # Gibt (16, 16, 16) aus\n" +"\n" +"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" +"print(b.position) # Gibt (-2, -2, -2) aus\n" +"print(b.size) # Gibt (12, 8, 6) aus\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" +"GD.Print(a.Position); // Gibt (0, 0, 0) aus\n" +"GD.Print(a.Size); // Gibt (16, 16, 16) aus\n" +"\n" +"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" +"GD.Print(b.Position); // Gibt (-2, -2, -2) aus\n" +"GD.Print(b.Size); // Gibt (12, 8, 6) aus\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the intersection between this bounding box and [param with]. If the " +"boxes do not intersect, returns an empty [AABB]. If the boxes intersect at " +"the edge, returns a flat [AABB] with no volume (see [method has_surface] and " +"[method has_volume]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" +"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" +"\n" +"var intersection = box1.intersection(box2)\n" +"print(intersection.position) # Prints (2, 0, 2)\n" +"print(intersection.size) # Prints (3, 2, 4)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" +"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" +"\n" +"var intersection = box1.Intersection(box2);\n" +"GD.Print(intersection.Position); // Prints (2, 0, 2)\n" +"GD.Print(intersection.Size); // Prints (3, 2, 4)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] If you only need to know whether two bounding boxes are " +"intersecting, use [method intersects], instead." +msgstr "" +"Gibt die Schnittmenge zwischen dieser Bounding Box und [param with] zurück. " +"Wenn diese Boxen sich nicht überschneiden, wird eine leere [AABB] " +"zurückgegeben. Wenn die Boxen sich an der Kante überschneiden, wird eine " +"flache [AABB] ohne Volumen zurückgegeben (siehe [method has_surface] und " +"[method has_volume]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" +"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" +"\n" +"var intersection = box1.intersection(box2)\n" +"print(intersection.position) # Gibt (2, 0, 2) aus\n" +"print(intersection.size) # Gibt (3, 2, 4) aus\n" +"[/gdscript]\n" +"[csharp]\n" +"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" +"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" +"\n" +"var intersection = box1.Intersection(box2);\n" +"GD.Print(intersection.Position); // Gibt (2, 0, 2) aus\n" +"GD.Print(intersection.Size); // Gibt (3, 2, 4) aus\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Hinweis:[/b] Wenn Sie nur wissen müssen, ob die zwei Bounding Boxes sich " +"überschneiden, nutzen Sie stattdessen [method intersects]." + +msgid "" +"Returns the first point where this bounding box and the given ray intersect, " +"as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n" +"The ray begin at [param from], faces [param dir] and extends towards infinity." +msgstr "" +"Gibt den ersten Punkt an dem diese Bounding Box und der gegebene Ray sich " +"schneiden als [Vector3] zurück. Wenn keine Überschneidung stattfindet, wird " +"[code]null[/code] zurückgegeben.\n" +"Der Ray startet bei [param from], zeigt nach [param dir] und streckt sich in " +"unendlich." + +msgid "" +"Returns the first point where this bounding box and the given segment " +"intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/" +"code].\n" +"The segment begins at [param from] and ends at [param to]." +msgstr "" +"Gibt den ersten Punkt zurück, an dem sich dieser Begrenzungsrahmen und das " +"angegebene Segment schneiden, als [Vector3]. Wenn kein Schnittpunkt auftritt, " +"wird [code]null[/code] zurückgegeben.\n" +"Das Segment beginnt bei [param from] und endet bei [param to]." + +msgid "" +"Returns an [AABB] that encloses both this bounding box and [param with] " +"around the edges. See also [method encloses]." +msgstr "" +"Gibt ein [AABB] zurück, das sowohl diesen Begrenzungsrahmen als auch [param " +"with] an den Rändern umschließt. Siehe auch [method encloses]." + +msgid "" +"The bounding box's width, height, and depth starting from [member position]. " +"Setting this value also affects the [member end] point.\n" +"[b]Note:[/b] It's recommended setting the width, height, and depth to non-" +"negative values. This is because most methods in Godot assume that the " +"[member position] is the bottom-left-back corner, and the [member end] is the " +"top-right-forward corner. To get an equivalent bounding box with non-negative " +"size, use [method abs]." +msgstr "" +"Die Breite, Höhe und Tiefe des Begrenzungsrahmens beginnend bei [member " +"position]. Das Festlegen dieses Werts wirkt sich auch auf den Punkt [member " +"end] aus.\n" +"[b]Hinweis:[/b] Es wird empfohlen, die Breite, Höhe und Tiefe auf nicht " +"negative Werte festzulegen. Dies liegt daran, dass die meisten Methoden in " +"Godot davon ausgehen, dass die [member position] die hintere linke untere " +"Ecke und das [member end] die vordere rechte obere Ecke ist. Um einen " +"äquivalenten Begrenzungsrahmen mit nicht negativer Größe zu erhalten, " +"verwenden Sie [method abs]." + msgid "" "Inversely transforms (multiplies) the [AABB] by the given [Transform3D] " "transformation matrix, under the assumption that the transformation basis is " @@ -15932,6 +16456,46 @@ msgstr "" msgid "The strength of the normal map's effect." msgstr "Die Stärke des Effekts der Normal Map." +msgid "" +"The number of horizontal frames in the particle sprite sheet. Only enabled " +"when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." +msgstr "" +"Die Anzahl an horizontalen Frames im particle sprite sheet. Nur aktiviert, " +"wenn [constant BILLBOARD_PARTICLES] verwendet wird. Siehe auch [member " +"billboard_mode]." + +msgid "" +"Distance over which the fade effect takes place. The larger the distance the " +"longer it takes for an object to fade." +msgstr "" +"Entfernung, über die der Fade-Effekt stattfindet. Je größer der Abstand ist, " +"desto länger dauert es, bis ein Objekt ausgeblendet wird." + +msgid "" +"If [code]true[/code], the proximity fade effect is enabled. The proximity " +"fade effect fades out each pixel based on its distance to another object." +msgstr "" +"Wenn [code]true[/code], ist der Ausblendeffekt aktiviert. Der " +"annäherungsbasierte Ausblendeffekt blendet jedes Pixel basierend auf seiner " +"Entfernung zu einem anderen Objekt aus." + +msgid "" +"Texture that controls the strength of the refraction per-pixel. Multiplied by " +"[member refraction_scale]." +msgstr "" +"Textur, die die Stärke der Brechung pro Pixel steuert. Multipliziert mit " +"[member refraction_scale]." + +msgid "Sets the strength of the rim lighting effect." +msgstr "Legt die Stärke des Randbeleuchtungseffekts fest." + +msgid "" +"Texture used to set the strength of the rim lighting effect per-pixel. " +"Multiplied by [member rim]." +msgstr "" +"Textur, die verwendet wird, um die Stärke des Randbeleuchtungseffekts pro " +"Pixel festzulegen. Multipliziert mit [member rim]." + msgid "" "If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in " "world space rather than object local space. See also [member uv1_triplanar]." @@ -18211,6 +18775,9 @@ msgstr "" msgid "3D text" msgstr "3D-Text" +msgid "Threshold at which the alpha scissor will discard values." +msgstr "Schwellwert, ab der die Alpha-Schere Werte verwerfen wird." + msgid "The light will affect objects in the selected layers." msgstr "Das Licht wirkt sich auf Objekte in den ausgewählten Ebenen aus." diff --git a/doc/translations/es.po b/doc/translations/es.po index 10adfb9527f..6030eca9bda 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -71,12 +71,15 @@ # Santiago Fagúndez , 2024. # el erok , 2024. # Miguel de Dios Matias , 2024. +# Ismael Morejón Blasco , 2024. +# Yllen Fernandez , 2024. +# Franco Ezequiel Ibañez , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-02-02 09:32+0000\n" -"Last-Translator: Miguel de Dios Matias \n" +"PO-Revision-Date: 2024-02-20 05:50+0000\n" +"Last-Translator: Franco Ezequiel Ibañez \n" "Language-Team: Spanish \n" "Language: es\n" @@ -84,7 +87,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "All classes" msgstr "Todas las clases" @@ -167,6 +170,9 @@ msgstr "(sobrescribe %s)" msgid "Default" msgstr "Predeterminado" +msgid "Setter" +msgstr "Asignador" + msgid "value" msgstr "valor" @@ -228,6 +234,20 @@ msgstr "" "Actualmente no hay una descripción para esta señal. Por favor ayúdenos :ref:` " "contribuyendo un `!" +msgid "" +"There is currently no description for this enum. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Actualmente no hay una descripción para este enumerador. Por favor ayúdanos :" +"ref:` contribuyendo un `!" + +msgid "" +"There is currently no description for this constant. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Actualmente no hay una descripción para esta constante. Por favor ayúdanos :" +"ref:` contribuyendo un `!" + msgid "" "There is currently no description for this annotation. Please help us by :ref:" "`contributing one `!" @@ -637,6 +657,35 @@ msgstr "" "Este método es una versión simplificada de [method ResourceLoader.load], el " "cual puede ser usado en escenarios más avanzados" +msgid "" +"Returns a [Resource] from the filesystem located at [param path]. During run-" +"time, the resource is loaded when the script is being parsed. This function " +"effectively acts as a reference to that resource. Note that this function " +"requires [param path] to be a constant [String]. If you want to load a " +"resource from a dynamic/variable path, use [method load].\n" +"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " +"in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " +"the FileSystem dock into the current script.\n" +"[codeblock]\n" +"# Create instance of a scene.\n" +"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" +"[/codeblock]" +msgstr "" +"Devuelve un [Recurso] del sistema de archivos ubicado en [parámetro ruta]. El " +"recurso se carga durante el análisis sintáctico del script, es decir, se " +"carga con el script y [method preload] actúa efectivamente como una " +"referencia a ese recurso. Tenga en cuenta que el método requiere una ruta " +"constante. Si desea cargar un recurso de una ruta dinámica/variable, utilice " +"[method load].\n" +"[b]Nota:[/b] Las rutas de los recursos se pueden obtener haciendo clic con el " +"botón derecho del ratón en un recurso del Panel de activos y eligiendo " +"\"Copiar ruta\" o arrastrando el archivo desde el muelle del Sistema de " +"archivos al script.\n" +"[codeblock]\n" +"# Instancia una escena.\n" +"var diamante = preload(\"res://diamante.tscn\").instance()\n" +"[/codeblock]" + msgid "" "Like [method @GlobalScope.print], but includes the current stack frame when " "running with the debugger turned on.\n" @@ -1516,6 +1565,27 @@ msgstr "" "todas las referencias. Si el script es cargado nuevamente las variables " "estática revierten su valor a sus respectivos valores predeterminados." +msgid "" +"Mark the current script as a tool script, allowing it to be loaded and " +"executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]Running code in the editor[/url].\n" +"[codeblock]\n" +"@tool\n" +"extends Node\n" +"[/codeblock]\n" +"[b]Note:[/b] As annotations describe their subject, the [annotation @tool] " +"annotation must be placed before the class definition and inheritance." +msgstr "" +"Marca el script actual como una herramienta script, permitiéndole ser cargado " +"y ejecutado por el editor. Vea [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]Corriendo el código en el editor[/url].\n" +"[codeblock]\n" +"@tool\n" +"extends Node\n" +"[/codeblock]\n" +"[b]Nota:[/b] Como las anotaciones describen sus sujetos, la [annotation " +"@tool]debe ser colocada antes de la definición de clase y herencia." + msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " diff --git a/doc/translations/fr.po b/doc/translations/fr.po index f4b35d0ba27..c206a0c8c54 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -94,13 +94,14 @@ # Mat , 2024. # Mileeam , 2024. # Pandores , 2024. +# Didier Morandi , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-01 17:01+0000\n" -"Last-Translator: Pandores \n" +"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"Last-Translator: Didier Morandi \n" "Language-Team: French \n" "Language: fr\n" @@ -108,7 +109,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "All classes" msgstr "Toutes les classes" @@ -128,6 +129,9 @@ msgstr "Éditeur-uniquement" msgid "Other objects" msgstr "Autres objets" +msgid "Variant types" +msgstr "Types Variant" + msgid "Description" msgstr "Description" @@ -158,6 +162,9 @@ msgstr "Énumérations" msgid "Constants" msgstr "Constantes" +msgid "Annotations" +msgstr "Annotations" + msgid "Property Descriptions" msgstr "Descriptions des propriétés" @@ -248,6 +255,20 @@ msgstr "" "Il n'y a actuellement aucune description pour ce signal. Aidez-nous en :ref:" "`contribuant une ` !" +msgid "" +"There is currently no description for this enum. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Il n'y a actuellement aucune description pour cette énumératoin. Aidez-nous " +"en :ref:`contribuant à une ` !" + +msgid "" +"There is currently no description for this constant. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"Il n'y a actuellement pas de description pour cette constante. Aidez-nous en :" +"ref:`contribuant à une ` !" + msgid "" "There is currently no description for this annotation. Please help us by :ref:" "`contributing one `!" @@ -1165,6 +1186,24 @@ msgstr "" "@export_flags_2d_navigation var navigation_layers : int\n" "[/codeblock]" +msgid "" +"Export an integer property as a bit flag field for 2D physics layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/2d_physics/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" +"[codeblock]\n" +"@export_flags_2d_physics var physics_layers: int\n" +"[/codeblock]" +msgstr "" +"Exporter une propriété entière sous forme de champ d'indicateur de bits pour " +"les couches physiques 2D. Le widget dans la barre d'outils de l'Inspecteur " +"utilisera les noms des calques définis dans [member ProjectSettings." +"layer_names/2d_physics/layer_1].\n" +"Voir également [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" +"[codeblock]\n" +"@export_flags_2d_physics var physics_layers : int\n" +"[/codeblock]" + msgid "" "Export an integer property as a bit flag field for 2D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " @@ -1294,6 +1333,61 @@ msgstr "" "@export_global_file(\"*.txt\") var notes_path: String\n" "[/codeblock]" +msgid "" +"Define a new group for the following exported properties. This helps to " +"organize properties in the Inspector dock. Groups can be added with an " +"optional [param prefix], which would make group to only consider properties " +"that have this prefix. The grouping will break on the first property that " +"doesn't have a prefix. The prefix is also removed from the property's name in " +"the Inspector dock.\n" +"If no [param prefix] is provided, then every following property will be added " +"to the group. The group ends when then next group or category is defined. You " +"can also force end a group by using this annotation with empty strings for " +"parameters, [code]@export_group(\"\", \"\")[/code].\n" +"Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " +"within groups.\n" +"See also [constant PROPERTY_USAGE_GROUP].\n" +"[codeblock]\n" +"@export_group(\"Racer Properties\")\n" +"@export var nickname = \"Nick\"\n" +"@export var age = 26\n" +"\n" +"@export_group(\"Car Properties\", \"car_\")\n" +"@export var car_label = \"Speedy\"\n" +"@export var car_number = 3\n" +"\n" +"@export_group(\"\", \"\")\n" +"@export var ungrouped_number = 3\n" +"[/codeblock]" +msgstr "" +"Définit un nouveau groupe pour les propriétés exportées suivantes. Ceci aide " +"à organiser les propriétés dans la barre d'outils de l'Inspecteur. Les " +"groupes peuvent être ajoutés avec un [préfixe de paramètres] optionnel qui " +"considère uniquement les propriétés ayant ce préfixe dans le groupe. Le " +"groupement se terminera sur la première propriété n'ayant pas de préfixe. Le " +"préfixe est également supprimé du nom de la propriété dans la barre d'outils " +"de l'Inspecteur.\n" +"Si aucun [préfixe de paramètres] n'est fourni, alors toutes les propriétés " +"suivantes seront ajoutées au groupe. Le groupe se termine quand le groupe ou " +"la catégorie suivante sont définis. Vous pouvez également forcer la fin d'un " +"groupe en utilisation cette annotation avec des chaînes de caractères vides " +"comme paramètres : [code]@export_group(\"\", \"\")[/code].\n" +"Les groupes ne peuvent pas être imbriqués, utilisez [annotation " +"@export_subgroup] pour ajouter des sous-groupes au sein d'un groupe.\n" +"Voir aussi [constant PROPERTY_USAGE_GROUP]\n" +"[codeblock]\n" +"@export_group(\"Propriétés du coureur\")\n" +"@export var surnom = \"Nick\"\n" +"@export var age = 26\n" +"\n" +"@export_group(\"Propriétés de la voiture\", \"voiture_\")\n" +"@export var voiture_label = \"Speedy\"\n" +"@export var voiture_numero = 3\n" +"\n" +"@export_group(\"\", \"\")\n" +"@export var nombre_sans_groupe= 3\n" +"[/codeblock]" + msgid "" "Export a [String] property with a large [TextEdit] widget instead of a " "[LineEdit]. This adds support for multiline content and makes it easier to " @@ -1459,6 +1553,25 @@ msgstr "" "var a = absi(-1)\n" "[/codeblock]" +msgid "" +"Returns the arc cosine of [param x] in radians. Use to get the angle of " +"cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and " +"[code]1.0[/code] (inclusive), in order to prevent [method acos] from " +"returning [constant @GDScript.NAN].\n" +"[codeblock]\n" +"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" +"var c = acos(0.866025)\n" +"[/codeblock]" +msgstr "" +"Renvoie l'arc cosinus de [param x] en radians. À utiliser pour obtenir " +"l'angle du cosinus [param x]. [param x] doit être entre [code]-1.0[/code] et " +"[code]1.0[/code] (inclus), dans le cas contraire, [method acos] retournera " +"[constant @GDScript.NAN].\n" +"[codeblock]\n" +"# c vaut 0.523599 ou 30 degrés si converti avec rad_to_deg(c)\n" +"var c = acos(0.866025)\n" +"[/codeblock]" + msgid "" "Returns the difference between the two angles, in the range of [code][-PI, " "+PI][/code]. When [param from] and [param to] are opposite, returns [code]-" @@ -1469,6 +1582,25 @@ msgstr "" "code]. Quand [param from] et [param to ] sont opposé, est retourné [code]-PI[/" "code] si [param from] est plus petit que [param to], ou sinon [code]PI[/code]." +msgid "" +"Returns the arc sine of [param x] in radians. Use to get the angle of sine " +"[param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/" +"code] (inclusive), in order to prevent [method asin] from returning [constant " +"@GDScript.NAN].\n" +"[codeblock]\n" +"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" +"var s = asin(0.5)\n" +"[/codeblock]" +msgstr "" +"Renvoie l'arc sinus de [code]s[/code] en radians. Utilisé pour obtenir " +"l'angle du sinus [code]s[/code]. [code]s[/code] doit être compris entre " +"[code]-1.0[/code] et [code]1.0[/code] (inclus) afin d'empêcher [méthode asin] " +"de renvoyer [constante @GDScript.NAN].\n" +"[codeblock]\n" +"# s vaut 0.523599 ou 30 degrés si converti avec rad_to_deg(s)\n" +"var s = asin(0.5)\n" +"[/codeblock]" + msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 8ad8d33ff2c..82a4d0bf6d2 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -86,8 +86,8 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-02-01 17:01+0000\n" -"Last-Translator: suplife <2634557184@qq.com>\n" +"PO-Revision-Date: 2024-02-04 06:32+0000\n" +"Last-Translator: 风青山 \n" "Language-Team: Chinese (Simplified) \n" "Language: zh_CN\n" @@ -230,6 +230,20 @@ msgstr "" "目前没有这个信号的描述。请帮我们\\ :ref:`贡献一个 " "`\\ !" +msgid "" +"There is currently no description for this enum. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"目前没有这个枚举的描述。请帮我们\\ :ref:`贡献一个 " +"`\\ !" + +msgid "" +"There is currently no description for this constant. Please help us by :ref:" +"`contributing one `!" +msgstr "" +"目前没有这个常量的描述。请帮我们\\ :ref:`贡献一个 " +"`\\ !" + msgid "" "There is currently no description for this annotation. Please help us by :ref:" "`contributing one `!" @@ -1948,6 +1962,43 @@ msgstr "" "向上舍入 [param x](朝正无穷大),返回不小于 [param x] 的最小整数。\n" "[method ceil] 的类型安全版本,返回一个 [int]。" +msgid "" +"Clamps the [param value], returning a [Variant] not less than [param min] and " +"not more than [param max]. Any values that can be compared with the less than " +"and greater than operators will work.\n" +"[codeblock]\n" +"var a = clamp(-10, -1, 5)\n" +"# a is -1\n" +"\n" +"var b = clamp(8.1, 0.9, 5.5)\n" +"# b is 5.5\n" +"[/codeblock]\n" +"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " +"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " +"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " +"[method Color.clamp] (not currently supported by this method).\n" +"[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" +"wise clamping, and will pick [param min] if [code]value < min[/code] or " +"[param max] if [code]value > max[/code]. To perform component-wise clamping " +"use the methods listed above." +msgstr "" +"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 [Variant]。" +"任何能够用小于和大于运算符进行比较的值都能工作。\n" +"[codeblock]\n" +"var a = clamp(-10, -1, 5)\n" +"# a 是 -1\n" +"\n" +"var b = clamp(8.1, 0.9, 5.5)\n" +"# b 是 5.5\n" +"[/codeblock]\n" +"[b]注意:[/b]为了更好的类型安全,请使用 [method clampf]、[method clampi]、" +"[method Vector2.clamp]、[method Vector2i.clamp]、[method Vector3.clamp]、" +"[method Vector3i.clamp ]、[method Vector4.clamp]、[method Vector4i.clamp] 或 " +"[method Color.clamp](该方法当前不受支持)。\n" +"[b]注意:[/b]当在向量上使用该函数时,它[i]不[/i]会执行逐分量钳制,并且如果 " +"[code]value < min[/code] 则结果为 [param min],如果 [code]value > max[/code] " +"则为 [param max]。要执行逐分量钳制,请使用上面列出的方法。" + msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" @@ -3804,6 +3855,30 @@ msgstr "" "[/codeblock]\n" "另见 [method type_string]。" +msgid "" +"Encodes a [Variant] value to a byte array, without encoding objects. " +"Deserialization can be done with [method bytes_to_var].\n" +"[b]Note:[/b] If you need object serialization, see [method " +"var_to_bytes_with_objects].\n" +"[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " +"value, regardless of the data." +msgstr "" +"将 [Variant] 值编码为字节数组,不编码对象。反序列化可以使用 [method " +"bytes_to_var] 来完成。\n" +"[b]注意:[/b]如果需要对象序列化,参见 [method var_to_bytes_with_objects]。\n" +"[b]注意:[/b]编码 [Callable] 不受支持,无论数据如何,都会导致空值。" + +msgid "" +"Encodes a [Variant] value to a byte array. Encoding objects is allowed (and " +"can potentially include executable code). Deserialization can be done with " +"[method bytes_to_var_with_objects].\n" +"[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " +"value, regardless of the data." +msgstr "" +"将 [Variant] 值编码为字节数组。允许对对象进行编码(并且可能包括可执行代码)。" +"反序列化可以使用 [method bytes_to_var_with_objects] 来完成。\n" +"[b]注意:[/b]编码 [Callable] 不受支持,无论数据如何,都会导致空值。" + msgid "" "Converts a [Variant] [param variable] to a formatted [String] that can then " "be parsed using [method str_to_var].\n" @@ -6221,6 +6296,33 @@ msgstr "代表 [enum Variant.Operator] 枚举的大小。" msgid "A 3D axis-aligned bounding box." msgstr "3D 轴对齐边界框。" +msgid "" +"The [AABB] built-in [Variant] type represents an axis-aligned bounding box in " +"a 3D space. It is defined by its [member position] and [member size], which " +"are [Vector3]. It is frequently used for fast overlap tests (see [method " +"intersects]). Although [AABB] itself is axis-aligned, it can be combined with " +"[Transform3D] to represent a rotated or skewed bounding box.\n" +"It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. " +"There is no version of [AABB] that uses integer coordinates.\n" +"[b]Note:[/b] Negative values for [member size] are not supported. With " +"negative size, most [AABB] methods do not work correctly. Use [method abs] to " +"get an equivalent [AABB] with a non-negative size.\n" +"[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] " +"if both [member position] and [member size] are zero (equal to [constant " +"Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code]." +msgstr "" +"[AABB] 内置 [Variant] 类型表示 3D 空间中的轴对齐边界框。它由其 [member " +"position] 和 [member size] 定义,皆为 [Vector3] 类型。它经常被用于快速重叠测试" +"(参见 [method intersects])。虽然 [AABB] 本身是轴对齐的,但它可以与 " +"[Transform3D] 组合来表示旋转或倾斜的边界框。\n" +"它使用浮点坐标。[AABB] 的 2D 等效体是 [Rect2]。没有使用整数坐标的 [AABB] 版" +"本。\n" +"[b]注意:[/b]不支持负的 [member size]。对于负大小,大多数 [AABB] 方法都无法正" +"常工作。使用 [method abs] 获取具有非负大小的等效 [AABB]。\n" +"[b]注意:[/b]在布尔上下文中,如果 [member position] 和 [member size] 均为零" +"(等于 [constant Vector3.ZERO]),则 [AABB] 的计算结果为 [code]false[/code]。" +"否则,它的计算结果始终为 [code]true[/code]。" + msgid "Math documentation index" msgstr "数学文档索引" @@ -6230,9 +6332,521 @@ msgstr "向量数学" msgid "Advanced vector math" msgstr "高等向量数学" +msgid "" +"Constructs an [AABB] with its [member position] and [member size] set to " +"[constant Vector3.ZERO]." +msgstr "" +"构造 [AABB],并将 [member position] 和 [member size] 设置为 [constant Vector3." +"ZERO]。" + msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "构造给定 [AABB] 的副本。" +msgid "Constructs an [AABB] by [param position] and [param size]." +msgstr "使用指定的 [param position] 和 [param size] 构造 [AABB]。" + +msgid "" +"Returns an [AABB] equivalent to this bounding box, with its width, height, " +"and depth modified to be non-negative values.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" +"var absolute = box.abs()\n" +"print(absolute.position) # Prints (-15, -10, 0)\n" +"print(absolute.size) # Prints (20, 10, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" +"var absolute = box.Abs();\n" +"GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" +"GD.Print(absolute.Size); // Prints (20, 10, 5)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] It's recommended to use this method when [member size] is " +"negative, as most other methods in Godot assume that the [member size]'s " +"components are greater than [code]0[/code]." +msgstr "" +"返回一个与该边界框等效的 [AABB],其宽度、高度和深度被修改为非负值。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" +"var absolute = box.abs()\n" +"print(absolute.position) # 打印 (-15, -10, 0)\n" +"print(absolute.size) # 打印 (20, 10, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" +"var absolute = box.Abs();\n" +"GD.Print(absolute.Position); // 打印 (-15, -10, 0)\n" +"GD.Print(absolute.Size); // 打印 (20, 10, 5)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Godot 中的大多数其" +"他方法都假设 [member size] 的分量大于 [code]0[/code]。" + +msgid "" +"Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the " +"[param with] box. The edges of both boxes are included.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" +"var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" +"var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" +"\n" +"print(a.encloses(a)) # Prints true\n" +"print(a.encloses(b)) # Prints true\n" +"print(a.encloses(c)) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" +"var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" +"var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" +"\n" +"GD.Print(a.Encloses(a)); // Prints True\n" +"GD.Print(a.Encloses(b)); // Prints True\n" +"GD.Print(a.Encloses(c)); // Prints False\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"如果该边界框[i]完全[/i]包围 [param with] 框,则返回 [code]true[/code]。两个框" +"的边都包括在内。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" +"var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" +"var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" +"\n" +"print(a.encloses(a)) # 打印 true\n" +"print(a.encloses(b)) # 打印 true\n" +"print(a.encloses(c)) # 打印 false\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" +"var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" +"var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" +"\n" +"GD.Print(a.Encloses(a)); // 打印 True\n" +"GD.Print(a.Encloses(b)); // 打印 True\n" +"GD.Print(a.Encloses(c)); // 打印 False\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns a copy of this bounding box expanded to align the edges with the " +"given [param to_point], if necessary.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" +"\n" +"box = box.expand(Vector3(10, 0, 0))\n" +"print(box.position) # Prints (0, 0, 0)\n" +"print(box.size) # Prints (10, 2, 5)\n" +"\n" +"box = box.expand(Vector3(-5, 0, 5))\n" +"print(box.position) # Prints (-5, 0, 0)\n" +"print(box.size) # Prints (15, 2, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" +"\n" +"box = box.Expand(new Vector3(10, 0, 0));\n" +"GD.Print(box.Position); // Prints (0, 0, 0)\n" +"GD.Print(box.Size); // Prints (10, 2, 5)\n" +"\n" +"box = box.Expand(new Vector3(-5, 0, 5));\n" +"GD.Print(box.Position); // Prints (-5, 0, 0)\n" +"GD.Print(box.Size); // Prints (15, 2, 5)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回该边界框的副本,如有必要,该边界框被扩展为将边与给定的 [param to_point] 对" +"齐。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" +"\n" +"box = box.expand(Vector3(10, 0, 0))\n" +"print(box.position) # 打印 (0, 0, 0)\n" +"print(box.size) # 打印 (10, 2, 5)\n" +"\n" +"box = box.expand(Vector3(-5, 0, 5))\n" +"print(box.position) # 打印 (-5, 0, 0)\n" +"print(box.size) # 打印 (15, 2, 5)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" +"\n" +"box = box.Expand(new Vector3(10, 0, 0));\n" +"GD.Print(box.Position); // 打印 (0, 0, 0)\n" +"GD.Print(box.Size); // 打印 (10, 2, 5)\n" +"\n" +"box = box.Expand(new Vector3(-5, 0, 5));\n" +"GD.Print(box.Position); // 打印 (-5, 0, 0)\n" +"GD.Print(box.Size); // 打印 (15, 2, 5)\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the center point of the bounding box. This is the same as " +"[code]position + (size / 2.0)[/code]." +msgstr "返回该边界框的中心点。这与 [code]position + (size / 2.0)[/code] 相同。" + +msgid "" +"Returns the position of one of the 8 vertices that compose this bounding box. " +"With a [param idx] of [code]0[/code] this is the same as [member position], " +"and a [param idx] of [code]7[/code] is the same as [member end]." +msgstr "" +"返回组成该边界框的 8 个顶点之一的位置。当 [param idx] 为 [code]0[/code] 时,这" +"与 [member position] 相同;[param idx] 为 [code]7[/code] 时,与 [member end] " +"相同。" + +msgid "" +"Returns the longest normalized axis of this bounding box's [member size], as " +"a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " +"Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_longest_axis()) # Prints (0, 0, 1)\n" +"print(box.get_longest_axis_index()) # Prints 2\n" +"print(box.get_longest_axis_size()) # Prints 8\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n" +"GD.Print(box.GetLongestAxisIndex()); // Prints 2\n" +"GD.Print(box.GetLongestAxisSize()); // Prints 8\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method get_longest_axis_index] and [method get_longest_axis_size]." +msgstr "" +"返回该边界框的 [member size] 的最长归一化轴,作为 [Vector3]([constant " +"Vector3.RIGHT]、[constant Vector3.UP] 或 [constant Vector3.BACK])。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_longest_axis()) # 打印 (0, 0, 1)\n" +"print(box.get_longest_axis_index()) # 打印 2\n" +"print(box.get_longest_axis_size()) # 打印 8\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetLongestAxis()); // 打印 (0, 0, 1)\n" +"GD.Print(box.GetLongestAxisIndex()); // 打印 2\n" +"GD.Print(box.GetLongestAxisSize()); // 打印 8\n" +"[/csharp]\n" +"[/codeblocks]\n" +"另见 [method get_longest_axis_index] 和 [method get_longest_axis_size]。" + +msgid "" +"Returns the index to the longest axis of this bounding box's [member size] " +"(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " +"Vector3.AXIS_Z]).\n" +"For an example, see [method get_longest_axis]." +msgstr "" +"返回该边界框的 [member size] 的最长轴的索引(请参阅 [constant Vector3." +"AXIS_X]、[constant Vector3.AXIS_Y]、和 [constant Vector3.AXIS_Z])。\n" +"有关示例,请参阅 [method get_longest_axis]。" + +msgid "" +"Returns the longest dimension of this bounding box's [member size].\n" +"For an example, see [method get_longest_axis]." +msgstr "" +"返回该边界框的 [member size] 的最长尺度。\n" +"有关示例,请参阅 [method get_longest_axis]。" + +msgid "" +"Returns the shortest normaalized axis of this bounding box's [member size], " +"as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " +"Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_shortest_axis()) # Prints (1, 0, 0)\n" +"print(box.get_shortest_axis_index()) # Prints 0\n" +"print(box.get_shortest_axis_size()) # Prints 2\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n" +"GD.Print(box.GetShortestAxisIndex()); // Prints 0\n" +"GD.Print(box.GetShortestAxisSize()); // Prints 2\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method get_shortest_axis_index] and [method get_shortest_axis_size]." +msgstr "" +"返回该边界框的 [member size] 的最短归一化轴,作为 [Vector3]([constant " +"Vector3.RIGHT]、[constant Vector3.UP]、或 [constant Vector3.BACK])。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_shortest_axis()) # 打印 (1, 0, 0)\n" +"print(box.get_shortest_axis_index()) # 打印 0\n" +"print(box.get_shortest_axis_size()) # 打印 2\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetShortestAxis()); // 打印 (1, 0, 0)\n" +"GD.Print(box.GetShortestAxisIndex()); // 打印 0\n" +"GD.Print(box.GetShortestAxisSize()); // 打印 2\n" +"[/csharp]\n" +"[/codeblocks]\n" +"另见 [method get_shortest_axis_index] 和 [method get_shortest_axis_size]。" + +msgid "" +"Returns the index to the shortest axis of this bounding box's [member size] " +"(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " +"Vector3.AXIS_Z]).\n" +"For an example, see [method get_shortest_axis]." +msgstr "" +"返回该边界框的 [member size] 的最短轴的索引(请参阅 [constant Vector3." +"AXIS_X]、[constant Vector3.AXIS_Y]、和 [constant Vector3.AXIS_Z])。\n" +"有关示例,请参阅 [method get_shortest_axis]。" + +msgid "" +"Returns the shortest dimension of this bounding box's [member size].\n" +"For an example, see [method get_shortest_axis]." +msgstr "" +"返回该边界框的 [member size] 的最短尺度。\n" +"有关示例,请参阅 [method get_shortest_axis]。" + +msgid "" +"Returns the vertex's position of this bounding box that's the farthest in the " +"given direction. This point is commonly known as the support point in " +"collision detection algorithms." +msgstr "" +"返回给定方向上最远的边界框的顶点位置。该点在碰撞检测算法中通常被称为支撑点。" + +msgid "" +"Returns the bounding box's volume. This is equivalent to [code]size.x * size." +"y * size.z[/code]. See also [method has_volume]." +msgstr "" +"返回该边界框的体积。这相当于 [code]size.x * size.y * size.z[/code]。另请参阅 " +"[method has_volume]。" + +msgid "" +"Returns a copy of this bounding box extended on all sides by the given amount " +"[param by]. A negative amount shrinks the box instead.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" +"print(a.position) # Prints (0, 0, 0)\n" +"print(a.size) # Prints (16, 16, 16)\n" +"\n" +"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" +"print(b.position) # Prints (-2, -2, -2)\n" +"print(b.size) # Prints (12, 8, 6)\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" +"GD.Print(a.Position); // Prints (0, 0, 0)\n" +"GD.Print(a.Size); // Prints (16, 16, 16)\n" +"\n" +"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" +"GD.Print(b.Position); // Prints (-2, -2, -2)\n" +"GD.Print(b.Size); // Prints (12, 8, 6)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回该边界框的副本,该边界框在所有边上扩展给定量 [param by]。负数会缩小该" +"框。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" +"print(a.position) # 打印 (0, 0, 0)\n" +"print(a.size) # 打印 (16, 16, 16)\n" +"\n" +"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" +"print(b.position) # 打印 (-2, -2, -2)\n" +"print(b.size) # 打印 (12, 8, 6)\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" +"GD.Print(a.Position); // 打印 (0, 0, 0)\n" +"GD.Print(a.Size); // 打印 (16, 16, 16)\n" +"\n" +"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" +"GD.Print(b.Position); // 打印 (-2, -2, -2)\n" +"GD.Print(b.Size); // 打印 (12, 8, 6)\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns [code]true[/code] if the bounding box contains the given [param " +"point]. By convention, points exactly on the right, top, and front sides are " +"[b]not[/b] included.\n" +"[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] " +"[member size]. Use [method abs] first to get a valid bounding box." +msgstr "" +"如果该边界框包含给定的 [param point],则返回 [code]true[/code]。依照惯例,[b]" +"不[/b]包括正好位于右侧、顶部和前侧的点。\n" +"[b]注意:[/b]对于具有[i]负[/i] [member size] 的 [AABB],该方法并不可靠。请首先" +"使用 [method abs] 获取一个有效的边界框。" + +msgid "" +"Returns [code]true[/code] if this bounding box has a surface or a length, " +"that is, at least one component of [member size] is greater than [code]0[/" +"code]. Otherwise, returns [code]false[/code]." +msgstr "" +"如果该边界框具有表面或长度,即 [member size] 的至少一个分量大于 [code]0[/" +"code],则返回 [code]true[/code]。否则,返回 [code]false[/code]。" + +msgid "" +"Returns [code]true[/code] if this bounding box's width, height, and depth are " +"all positive. See also [method get_volume]." +msgstr "" +"如果该边界框的宽度、高度和深度均为正值,则返回 [code]true[/code]。另见 " +"[method get_volume]。" + +msgid "" +"Returns the intersection between this bounding box and [param with]. If the " +"boxes do not intersect, returns an empty [AABB]. If the boxes intersect at " +"the edge, returns a flat [AABB] with no volume (see [method has_surface] and " +"[method has_volume]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" +"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" +"\n" +"var intersection = box1.intersection(box2)\n" +"print(intersection.position) # Prints (2, 0, 2)\n" +"print(intersection.size) # Prints (3, 2, 4)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" +"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" +"\n" +"var intersection = box1.Intersection(box2);\n" +"GD.Print(intersection.Position); // Prints (2, 0, 2)\n" +"GD.Print(intersection.Size); // Prints (3, 2, 4)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] If you only need to know whether two bounding boxes are " +"intersecting, use [method intersects], instead." +msgstr "" +"返回该边界框与 [param with] 之间的交集。如果框不相交,则返回空的 [AABB]。如果" +"框在边相交,则返回没有体积的平 [AABB](请参阅 [method has_surface] 和 [method " +"has_volume])。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" +"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" +"\n" +"var intersection = box1.intersection(box2)\n" +"print(intersection.position) # 打印 (2, 0, 2)\n" +"print(intersection.size) # 打印 (3, 2, 4)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" +"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" +"\n" +"var intersection = box1.Intersection(box2);\n" +"GD.Print(intersection.Position); // 打印 (2, 0, 2)\n" +"GD.Print(intersection.Size); // 打印 (3, 2, 4)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]如果你只需要知道两个边界框是否相交,请改用 [method intersects]。" + +msgid "" +"Returns [code]true[/code] if this bounding box overlaps with the box [param " +"with]. The edges of both boxes are [i]always[/i] excluded." +msgstr "" +"如果该边界框与框 [param with] 重叠,则返回 [code]true[/code]。两个框的边[i]总" +"是[/i]被排除。" + +msgid "" +"Returns [code]true[/code] if this bounding box is on both sides of the given " +"[param plane]." +msgstr "如果该边界框位于给定 [param plane] 的两侧,则返回 [code]true[/code]。" + +msgid "" +"Returns the first point where this bounding box and the given ray intersect, " +"as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n" +"The ray begin at [param from], faces [param dir] and extends towards infinity." +msgstr "" +"返回该边界框与给定射线相交的第一个点,作为 [Vector3]。如果没有交集存在,则返" +"回 [code]null[/code]。\n" +"射线从 [param from] 开始,面向 [param dir] 并向无穷远延伸。" + +msgid "" +"Returns the first point where this bounding box and the given segment " +"intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/" +"code].\n" +"The segment begins at [param from] and ends at [param to]." +msgstr "" +"返回该边界框与给定线段相交的第一个点,作为 [Vector3]。如果没有交集存在,则返" +"回 [code]null[/code]。\n" +"该线段从 [param from] 开始,到 [param to] 结束。" + +msgid "" +"Returns [code]true[/code] if this bounding box and [param aabb] are " +"approximately equal, by calling [method Vector2.is_equal_approx] on the " +"[member position] and the [member size]." +msgstr "" +"如果该边界框和 [param aabb] 近似相等,则返回 [code]true[/code],判断方法是通过" +"在 [member position] 和 [member size] 上调用 [method Vector3." +"is_equal_approx]。" + +msgid "" +"Returns [code]true[/code] if this bounding box's values are finite, by " +"calling [method Vector2.is_finite] on the [member position] and the [member " +"size]." +msgstr "" +"如果该边界框的值是有限的,则返回 [code]true[/code],判断方法是通过在 [member " +"position] 和 [member size] 上调用 [method Vector3.is_finite]。" + +msgid "" +"Returns an [AABB] that encloses both this bounding box and [param with] " +"around the edges. See also [method encloses]." +msgstr "返回边界包围该边界框和 [param with] 的 [AABB]。另见 [method encloses]。" + +msgid "" +"The ending point. This is usually the corner on the top-right and forward of " +"the bounding box, and is equivalent to [code]position + size[/code]. Setting " +"this point affects the [member size]." +msgstr "" +"终点。通常是边界框的前方右上角,等价于 [code]position + size[/code]。设置该点" +"会影响 [member size]。" + +msgid "" +"The origin point. This is usually the corner on the bottom-left and back of " +"the bounding box." +msgstr "原点。通常是边界框的背面左下角。" + +msgid "" +"The bounding box's width, height, and depth starting from [member position]. " +"Setting this value also affects the [member end] point.\n" +"[b]Note:[/b] It's recommended setting the width, height, and depth to non-" +"negative values. This is because most methods in Godot assume that the " +"[member position] is the bottom-left-back corner, and the [member end] is the " +"top-right-forward corner. To get an equivalent bounding box with non-negative " +"size, use [method abs]." +msgstr "" +"边界框的宽度、高度、深度,相对于 [member position]。设置该值会影响终点 " +"[member end]。\n" +"[b]注意:[/b]建议将宽度、高度、深度设置为非负数,因为 Godot 中的大多数方法假" +"设 [member position] 为背面的左下角、[member end] 为正面的右上角。要获取等价且" +"大小非负的边界框,请使用 [method abs]。" + +msgid "" +"Returns [code]true[/code] if the [member position] or [member size] of both " +"bounding boxes are not equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"如果两个边界框的 [member position] 不相等或 [member size] 不相等,则返回 " +"[code]true[/code]。\n" +"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" +"靠。" + msgid "" "Inversely transforms (multiplies) the [AABB] by the given [Transform3D] " "transformation matrix, under the assumption that the transformation basis is " @@ -6250,6 +6864,17 @@ msgstr "" "对于通过仿射变换的逆进行的变换(例如,缩放),可以使用 [code]transform." "affine_inverse() * aabb[/code] 代替。见 [method Transform3D.affine_inverse]。" +msgid "" +"Returns [code]true[/code] if both [member position] and [member size] of the " +"bounding boxes are exactly equal, respectively.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"如果两个边界框的 [member position] 完全相等且 [member size] 完全相等,则返回 " +"[code]true[/code]。\n" +"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" +"靠。" + msgid "A base dialog used for user notification." msgstr "用于用户通知的基本对话框。" @@ -6992,6 +7617,75 @@ msgstr "" msgid "Holds data that can be used to animate anything in the engine." msgstr "存放的是用于对引擎中的任何对象进行动画处理的数据。" +msgid "" +"This resource holds data that can be used to animate anything in the engine. " +"Animations are divided into tracks and each track must be linked to a node. " +"The state of that node can be changed through time, by adding timed keys " +"(events) to the track.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This creates an animation that makes the node \"Enemy\" move to the right " +"by\n" +"# 100 pixels in 2.0 seconds.\n" +"var animation = Animation.new()\n" +"var track_index = animation.add_track(Animation.TYPE_VALUE)\n" +"animation.track_set_path(track_index, \"Enemy:position:x\")\n" +"animation.track_insert_key(track_index, 0.0, 0)\n" +"animation.track_insert_key(track_index, 2.0, 100)\n" +"animation.length = 2.0\n" +"[/gdscript]\n" +"[csharp]\n" +"// This creates an animation that makes the node \"Enemy\" move to the right " +"by\n" +"// 100 pixels in 2.0 seconds.\n" +"var animation = new Animation();\n" +"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" +"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" +"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" +"animation.TrackInsertKey(trackIndex, 2.0f, 100);\n" +"animation.Length = 2.0f;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Animations are just data containers, and must be added to nodes such as an " +"[AnimationPlayer] to be played back. Animation tracks have different types, " +"each with its own set of dedicated methods. Check [enum TrackType] to see " +"available types.\n" +"[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant " +"TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " +"track types instead of [constant TYPE_VALUE] is recommended for performance " +"reasons." +msgstr "" +"这个资源存放的是用于对引擎中的任何对象进行动画处理的数据。动画分为轨道,轨道必" +"须与节点关联。向轨道添加定时关键帧(事件)后,节点的状态可以随时间变化。\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 创建动画,让“Enemy”节点在 2.0 秒内\n" +"# 向右移动 100 像素。\n" +"var animation = Animation.new()\n" +"var track_index = animation.add_track(Animation.TYPE_VALUE)\n" +"animation.track_set_path(track_index, \"Enemy:position:x\")\n" +"animation.track_insert_key(track_index, 0.0, 0)\n" +"animation.track_insert_key(track_index, 2.0, 100)\n" +"animation.length = 2.0\n" +"[/gdscript]\n" +"[csharp]\n" +"# 创建动画,让“Enemy”节点在 2.0 秒内\n" +"# 向右移动 100 像素。\n" +"var animation = new Animation();\n" +"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" +"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" +"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" +"animation.TrackInsertKey(trackIndex, 2.0f, 100);\n" +"animation.Length = 2.0f;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"动画只是数据的容器,必须添加至 [AnimationPlayer] 等节点才能进行播放。动画轨道" +"分为不同的类型,不同的类型有各自不同的专属方法。可用的类型请查看 [enum " +"TrackType]。\n" +"[b]注意:[/b]对于 3D 的位置、旋转、缩放,推荐使用专门的 [constant " +"TYPE_POSITION_3D]、[constant TYPE_ROTATION_3D]、[constant TYPE_SCALE_3D] 轨道" +"类型,不要使用 [constant TYPE_VALUE],性能更高。" + msgid "Animation documentation index" msgstr "动画教程索引" @@ -9094,6 +9788,16 @@ msgstr "" "寻道到开头被视为在当前状态下寻道到动画的开头。过渡到结束状态,或每个状态的过渡" "都缺失,被视为退出状态机。" +msgid "" +"This is a grouped state machine that can be controlled from a parent state " +"machine. It does not work independently. There must be a state machine with " +"[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " +"[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." +msgstr "" +"这是一个可以从父状态机控制的编组的状态机。它不能独立运行。父级或祖先中必须有一" +"个 [member state_machine_type] 为 [constant STATE_MACHINE_TYPE_ROOT] 或 " +"[constant STATE_MACHINE_TYPE_NESTED] 的状态机。" + msgid "Provides playback control for an [AnimationNodeStateMachine]." msgstr "为 [AnimationNodeStateMachine] 提供播放控制。" @@ -11251,6 +11955,24 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Removes and returns the element of the array at index [param position]. If " +"negative, [param position] is considered relative to the end of the array. " +"Leaves the array unchanged and returns [code]null[/code] if the array is " +"empty or if it's accessed out of bounds. An error message is printed when the " +"array is accessed out of bounds, but not when the array is empty.\n" +"[b]Note:[/b] On large arrays, this method can be slower than [method " +"pop_back] as it will reindex the array's elements that are located after the " +"removed element. The larger the array and the lower the index of the removed " +"element, the slower [method pop_at] will be." +msgstr "" +"移除并返回数组中位于 [param position] 索引处的元素。如果 [param position] 为负" +"数,则认为是相对于该数组末尾的值。如果该数组为空或访问越界,则保持该数组不变并" +"返回 [code]null[/code]。数组访问越界时会输出错误消息,但如果数组为空时不会。\n" +"[b]注意:[/b]在较大的数组上,这个方法会比 [method pop_back] 慢,因为会对移除元" +"素后的数组元素重新进行索引。数组越大,或者移除元素的索引越小,[method pop_at] " +"就越慢。" + msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " @@ -11342,6 +12064,21 @@ msgstr "" "[code]arr.remove_at(arr.size() - (i + 1))[/code]。要移除数组末尾的元素并不返回" "值,请使用 [code]arr.resize(arr.size() - 1)[/code]。" +msgid "" +"Resizes the array to contain a different number of elements. If the array " +"size is smaller, elements are cleared, if bigger, new elements are " +"[code]null[/code]. Returns [constant OK] on success, or one of the other " +"[enum Error] values if the operation failed.\n" +"Calling [method resize] once and assigning the new values is faster than " +"adding new elements one by one.\n" +"[b]Note:[/b] This method acts in-place and doesn't return a modified array." +msgstr "" +"调整数组的大小,让包含的元素数量发生变化。如果数组变小则清除多余元素,变大则新" +"元素为 [code]null[/code]。成功时返回 [constant OK],操作失败时返回其他 [enum " +"Error] 值。\n" +"调用一次 [method resize] 并分配新值比逐个添加新元素要快。\n" +"[b]注意:[/b]这个方法是就地操作的,不返回修改后的数组。" + msgid "Reverses the order of the elements in the array." msgstr "将数组中的元素逆序排列。" @@ -13850,6 +14587,16 @@ msgstr "" "要使用的过采样系数。更高的值会带来更好的质量,但对 CPU 的要求更高,如果 CPU 跟" "不上,可能会导致音频破裂。" +msgid "" +"The pitch scale to use. [code]1.0[/code] is the default pitch and plays " +"sounds unaffected. [member pitch_scale] can range from [code]0.0[/code] " +"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " +"the initial pitch)." +msgstr "" +"要使用的音高缩放。[code]1.0[/code] 是默认的音高,声音会按原样播放。[member " +"pitch_scale] 的范围从 [code]0.0[/code](无限低的音高,听不见)到 [code]16[/" +"code](比初始音高要高 16 倍)。" + msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." @@ -16536,6 +17283,15 @@ msgstr "" "subsurf_scatter_enabled] 为 [code]true[/code] 时有效。另请参见 [member " "backlight_enabled]。" +msgid "" +"The texture to use for multiplying the intensity of the subsurface scattering " +"transmittance intensity. See also [member subsurf_scatter_texture]. Ignored " +"if [member subsurf_scatter_skin_mode] is [code]true[/code]." +msgstr "" +"用于乘以次表面散射透射率强度的纹理。另请参见 [member " +"subsurf_scatter_texture]。[member subsurf_scatter_skin_mode] 为 [code]true[/" +"code] 时忽略。" + msgid "" "Filter flags for the texture. See [enum TextureFilter] for options.\n" "[b]Note:[/b] [member heightmap_texture] is always sampled with linear " @@ -17250,6 +18006,26 @@ msgstr "" msgid "A 3×3 matrix for representing 3D rotation and scale." msgstr "用于表示 3D 旋转和缩放的 3×3 矩阵。" +msgid "" +"A 3×3 matrix used for representing 3D rotation and scale. Usually used as an " +"orthogonal basis for a [Transform3D].\n" +"Contains 3 vector fields X, Y and Z as its columns, which are typically " +"interpreted as the local basis vectors of a transformation. For such use, it " +"is composed of a scaling and a rotation matrix, in that order (M = R.S).\n" +"Basis can also be accessed as an array of 3D vectors. These vectors are " +"usually orthogonal to each other, but are not necessarily normalized (due to " +"scaling).\n" +"For a general introduction, see the [url=$DOCS_URL/tutorials/math/" +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +msgstr "" +"用于表示 3D 旋转和缩放的 3×3 矩阵。通常用作 [Transform3D] 的正交基。\n" +"包含 3 个向量字段 X、Y 和 Z 作为其列,它们通常被解释为变换的局部基向量。对于这" +"种用途,它由缩放和旋转矩阵组成,顺序为 (M = R.S)。\n" +"基也可以作为 3D 向量的数组访问。这些向量通常彼此正交,但(由于缩放)不一定是归" +"一化的。\n" +"有关一般介绍,请参阅 [url=$DOCS_URL/tutorials/math/matrices_and_transforms." +"html]矩阵与变换[/url] 教程。" + msgid "Matrices and transforms" msgstr "矩阵与变换" @@ -19814,6 +20590,15 @@ msgstr "" "少被钳制在这个值上。这限制了自动曝光在超过一定的亮度进行曝光时,导致场景将保持" "黑暗的一个截止点。" +msgid "" +"Sets the maximum amount of blur. When using physically-based blur amounts, " +"will instead act as a multiplier. High values lead to an increased amount of " +"blurriness, but can be much more expensive to calculate. It is best to keep " +"this as low as possible for a given art style." +msgstr "" +"设置最大模糊量。当使用基于物理的模糊量时,将改为充当一个乘数。高值会导致模糊度" +"增加,但计算起来会更昂贵。对于一个给定的艺术风格,最好将该值保持得尽可能低。" + msgid "" "Objects further from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." @@ -20696,6 +21481,16 @@ msgid "" "to children." msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if the node is present in the [SceneTree], its " +"[member visible] property is [code]true[/code] and all its ancestors are also " +"visible. If any ancestor is hidden, this node will not be visible in the " +"scene tree, and is therefore not drawn (see [method _draw])." +msgstr "" +"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/" +"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点" +"被隐藏,则该节点在场景树中将不可见,因此也不会进行绘制(见 [method _draw])。" + msgid "Assigns [param screen_point] as this node's new local transform." msgstr "将 [param screen_point] 指定为该节点的新局部变换。" @@ -21286,6 +22081,23 @@ msgstr "要应用的色调颜色。" msgid "Texture with optional normal and specular maps for use in 2D rendering." msgstr "用于 2D 渲染的纹理,带有可选的法线和镜面贴图。" +msgid "" +"[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It " +"allows using normal maps and specular maps in any node that inherits from " +"[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and " +"repeat mode independently of the node's properties (or the project " +"settings).\n" +"[b]Note:[/b] [CanvasTexture] cannot be used in 3D. It will not display " +"correctly when applied to any [VisualInstance3D], such as [Sprite3D] or " +"[Decal]. For physically-based materials in 3D, use [BaseMaterial3D] instead." +msgstr "" +"[CanvasTexture] 是用于 2D 渲染的 [ImageTexture] 的替代品。它允许在任何继承自 " +"[CanvasItem] 的节点中使用法线贴图和镜面贴图。[CanvasTexture] 还允许独立于节点" +"的属性(或项目设置)覆盖纹理的过滤模式和重复模式。\n" +"[b]注意:[/b][CanvasTexture] 不能在 3D 中使用。当应用于任何 " +"[VisualInstance3D],例如 [Sprite3D] 或 [Decal] 时,它将无法正确显示。对于 3D " +"中基于物理的材质,请改用 [BaseMaterial3D]。" + msgid "2D Lights and Shadows" msgstr "2D 灯光和阴影" @@ -23657,6 +24469,18 @@ msgstr "" "用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于以高速进入多" "边形的对撞机来说效果更好。" +msgid "" +"The polygon's list of vertices. Each point will be connected to the next, and " +"the final point will be connected to the first.\n" +"[b]Note:[/b] The returned vertices are in the local coordinate space of the " +"given [CollisionPolygon2D].\n" +"[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], " +"not a reference." +msgstr "" +"该多边形的顶点列表。每个点都与下一个点相连,最后一个点与第一个点相连。\n" +"[b]注意:[/b]返回的顶点位于给定的 [CollisionPolygon2D] 的局部坐标空间中。\n" +"[b]警告:[/b]返回值是 [PackedVector2Array] 的副本,不是引用。" + msgid "" "Collisions will include the polygon and its contained area. In this mode the " "node has the same effect as several [ConvexPolygonShape2D] nodes, one for " @@ -25401,9 +26225,84 @@ msgstr "该矩形的填充颜色。" msgid "An optionally compressed [Cubemap]." msgstr "可选压缩的 [Cubemap] 。" +msgid "" +"A cubemap that is loaded from a [code].ccube[/code] file. This file format is " +"internal to Godot; it is created by importing other image formats with the " +"import system. [CompressedCubemap] can use one of 4 compression methods:\n" +"- Lossless (WebP or PNG, uncompressed on the GPU)\n" +"- Lossy (WebP, uncompressed on the GPU)\n" +"- VRAM Compressed (compressed on the GPU)\n" +"- VRAM Uncompressed (uncompressed on the GPU)\n" +"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " +"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " +"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " +"storage on disk, but they will not reduce memory usage on the GPU as the " +"texture is sent to the GPU uncompressed.\n" +"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " +"textures are faster to load compared to textures using lossless or lossy " +"compression. VRAM compression can exhibit noticeable artifacts and is " +"intended to be used for 3D rendering, not 2D.\n" +"See [Cubemap] for a general description of cubemaps." +msgstr "" +"一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Godot 内部使用" +"的;它是通过导入系统导入其他图像格式创建的。[CompressedCubemap] 可以使用 4 种" +"压缩方法中的一种:\n" +"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" +"- 有损(WebP,在 GPU 上不压缩)\n" +"- VRAM 压缩(在 GPU 上压缩)\n" +"- VRAM 未压缩(在 GPU 上不压缩)\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" +"质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" +"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" +"经压缩地被发送到 GPU。\n" +"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" +"染,而不是 2D。\n" +"有关立方体贴图的一般描述,请参阅 [Cubemap]。" + msgid "An optionally compressed [CubemapArray]." msgstr "一个可选压缩的 [CubemapArray] 。" +msgid "" +"A cubemap array that is loaded from a [code].ccubearray[/code] file. This " +"file format is internal to Godot; it is created by importing other image " +"formats with the import system. [CompressedCubemapArray] can use one of 4 " +"compression methods:\n" +"- Lossless (WebP or PNG, uncompressed on the GPU)\n" +"- Lossy (WebP, uncompressed on the GPU)\n" +"- VRAM Compressed (compressed on the GPU)\n" +"- VRAM Uncompressed (uncompressed on the GPU)\n" +"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " +"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " +"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " +"storage on disk, but they will not reduce memory usage on the GPU as the " +"texture is sent to the GPU uncompressed.\n" +"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " +"textures are faster to load compared to textures using lossless or lossy " +"compression. VRAM compression can exhibit noticeable artifacts and is " +"intended to be used for 3D rendering, not 2D.\n" +"See [CubemapArray] for a general description of cubemap arrays." +msgstr "" +"一种从 [code].ccubearray[/code] 文件加载的立方体贴图数组。这种文件格式是 " +"Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。" +"[CompressedCubemapArray] 可以使用 4 种压缩方法中的一种:\n" +"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" +"- 有损(WebP,在 GPU 上不压缩)\n" +"- VRAM 压缩(在 GPU 上压缩)\n" +"- VRAM 未压缩(在 GPU 上不压缩)\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" +"质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" +"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" +"经压缩地被发送到 GPU。\n" +"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" +"染,而不是 2D。\n" +"有关立方体贴图数组的一般说明,请参阅 [CubemapArray]。" + msgid "Texture with 2 dimensions, optionally compressed." msgstr "二维纹理,可选择压缩。" @@ -25452,6 +26351,44 @@ msgstr "该 [CompressedTexture2D] 的文件路径,指向 [code].ctex[/code] msgid "Array of 2-dimensional textures, optionally compressed." msgstr "二维纹理的数组,可选择压缩。" +msgid "" +"A texture array that is loaded from a [code].ctexarray[/code] file. This file " +"format is internal to Godot; it is created by importing other image formats " +"with the import system. [CompressedTexture2DArray] can use one of 4 " +"compression methods:\n" +"- Lossless (WebP or PNG, uncompressed on the GPU)\n" +"- Lossy (WebP, uncompressed on the GPU)\n" +"- VRAM Compressed (compressed on the GPU)\n" +"- VRAM Uncompressed (uncompressed on the GPU)\n" +"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " +"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " +"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " +"storage on disk, but they will not reduce memory usage on the GPU as the " +"texture is sent to the GPU uncompressed.\n" +"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " +"textures are faster to load compared to textures using lossless or lossy " +"compression. VRAM compression can exhibit noticeable artifacts and is " +"intended to be used for 3D rendering, not 2D.\n" +"See [Texture2DArray] for a general description of texture arrays." +msgstr "" +"一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Godot 内部使" +"用的;它是通过导入系统导入其他图像格式创建的。[CompressedTexture2DArray] 可以" +"使用 4 种压缩方法中的一种:\n" +"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" +"- 有损(WebP,在 GPU 上不压缩)\n" +"- VRAM 压缩(在 GPU 上压缩)\n" +"- VRAM 未压缩(在 GPU 上不压缩)\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" +"质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" +"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" +"经压缩地被发送到 GPU。\n" +"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" +"染,而不是 2D。\n" +"有关纹理数组的一般描述,请参阅 [Texture2DArray]。" + msgid "Texture with 3 dimensions, optionally compressed." msgstr "三维纹理,可选择压缩。" @@ -35052,6 +35989,13 @@ msgid "" msgstr "" "主窗口的 ID,可以传给需要 [code]window_id[/code] 的方法,该窗口由引擎生成。" +msgid "" +"The ID that refers to a nonexistent window. This is returned by some " +"[DisplayServer] methods if no window matches the requested result." +msgstr "" +"指向一个不存在窗口的 ID。如果没有窗口与请求的结果相匹配,某些 [DisplayServer] " +"方法将返回这个 ID。" + msgid "Default landscape orientation." msgstr "默认横屏朝向。" @@ -35445,6 +36389,51 @@ msgstr "" "置或窗口进入/退出全屏模式)。\n" "[b]注意:[/b]该标志仅在 macOS 上实现。" +msgid "" +"No vertical synchronization, which means the engine will display frames as " +"fast as possible (tearing may be visible). Framerate is unlimited (regardless " +"of [member Engine.max_fps])." +msgstr "" +"没有垂直同步,这意味着引擎将尽可能快地显示帧(可能会有可见的撕裂)。帧速率是未" +"限制的(不考虑 [member Engine.max_fps])。" + +msgid "" +"Default vertical synchronization mode, the image is displayed only on " +"vertical blanking intervals (no tearing is visible). Framerate is limited by " +"the monitor refresh rate (regardless of [member Engine.max_fps])." +msgstr "" +"默认的垂直同步模式,图像只在垂直消隐间隔显示(没有可见的撕裂)。帧速率受显示器" +"刷新率的限制(不考虑 [member Engine.max_fps])。" + +msgid "" +"Behaves like [constant VSYNC_DISABLED] when the framerate drops below the " +"screen's refresh rate to reduce stuttering (tearing may be visible). " +"Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is " +"limited by the monitor refresh rate (regardless of [member Engine.max_fps]). " +"Behaves like [constant VSYNC_ENABLED] when using the Compatibility rendering " +"method." +msgstr "" +"当帧速率降至屏幕刷新率以下以减少卡顿(可能有可见的撕裂)时,行为类似于 " +"[constant VSYNC_DISABLED]。否则,启用垂直同步以避免撕裂。帧速率受显示器刷新率" +"的限制(不考虑 [member Engine.max_fps])。使用兼容渲染方法时表现得像 " +"[constant VSYNC_ENABLED]。" + +msgid "" +"Displays the most recent image in the queue on vertical blanking intervals, " +"while rendering to the other images (no tearing is visible). Framerate is " +"unlimited (regardless of [member Engine.max_fps]).\n" +"Although not guaranteed, the images can be rendered as fast as possible, " +"which may reduce input lag (also called \"Fast\" V-Sync mode). [constant " +"VSYNC_MAILBOX] works best when at least twice as many frames as the display " +"refresh rate are rendered. Behaves like [constant VSYNC_ENABLED] when using " +"the Compatibility rendering method." +msgstr "" +"在垂直消隐间隔显示队列中的最新图像,同时对其他图像渲染(没有可见的撕裂)。帧速" +"率是未限制的(不考虑 [member Engine.max_fps])。\n" +"虽然不能保证,但可以尽可能快地渲染图像,这可能会减少输入滞后(也称为“快速”V-" +"Sync 模式)。[constant VSYNC_MAILBOX] 在渲染的帧数至少是显示器刷新率的两倍时效" +"果最佳。使用兼容渲染方法时表现得像 [constant VSYNC_ENABLED]。" + msgid "" "Display handle:\n" "- Linux (X11): [code]X11::Display*[/code] for the display.\n" @@ -41785,6 +42774,24 @@ msgstr "" " configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" "[/codeblock]" +msgid "" +"Implement this function if your plugin edits a specific type of object " +"(Resource or Node). If you return [code]true[/code], then you will get the " +"functions [method _edit] and [method _make_visible] called when the editor " +"requests them. If you have declared the methods [method " +"_forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be " +"called too.\n" +"[b]Note:[/b] Each plugin should handle only one type of objects at a time. If " +"a plugin handles more types of objects and they are edited at the same time, " +"it will result in errors." +msgstr "" +"如果插件会编辑特定类型的对象(资源或节点),则请实现该函数。如果返回 " +"[code]true[/code],则将在编辑器请求时,调用函数 [method _edit] 和 [method " +"_make_visible]。如果已经声明了方法 [method _forward_canvas_gui_input] 和 " +"[method _forward_3d_gui_input],则它们也会被调用。\n" +"[b]注意:[/b]每个插件一次只应处理一种类型的对象。如果一个插件处理多种类型的对" +"象并且同时编辑这些对象,则会导致错误。" + msgid "" "Returns [code]true[/code] if this is a main screen editor plugin (it goes in " "the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " @@ -47707,6 +48714,25 @@ msgstr "" "要避免这种情况,如果增大了 [member physics_ticks_per_second],而且远大于默认" "值,那么建议将 [member max_physics_steps_per_frame] 也调大。" +msgid "" +"Controls how much physics ticks are synchronized with real time. For 0 or " +"less, the ticks are synchronized. Such values are recommended for network " +"games, where clock synchronization matters. Higher values cause higher " +"deviation of the in-game clock and real clock but smooth out framerate " +"jitters. The default value of 0.5 should be good enough for most; values " +"above 2 could cause the game to react to dropped frames with a noticeable " +"delay and are not recommended.\n" +"[b]Note:[/b] For best results, when using a custom physics interpolation " +"solution, the physics jitter fix should be disabled by setting [member " +"physics_jitter_fix] to [code]0[/code]." +msgstr "" +"控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建议" +"用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟之间" +"的偏差较大,但可以平滑帧速率的抖动。默认值 0.5 对于大多数人来说应该足够好了;" +"超过 2 的值可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。\n" +"[b]注意:[/b]为了获得最佳效果,当使用自定义物理插值这种解决方案时,应通过将 " +"[member physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖动修复。" + msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " @@ -52702,6 +53728,26 @@ msgid "" "possible values." msgstr "选择的阴影投射标志。可能的取值见 [enum ShadowCastingSetting]。" +msgid "" +"Overrides the bounding box of this node with a custom one. This can be used " +"to avoid the expensive [AABB] recalculation that happens when a skeleton is " +"used with a [MeshInstance3D] or to have precise control over the " +"[MeshInstance3D]'s bounding box. To use the default AABB, set value to an " +"[AABB] with all fields set to [code]0.0[/code]. To avoid frustum culling, set " +"[member custom_aabb] to a very large AABB that covers your entire game world " +"such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]. To " +"disable all forms of culling (including occlusion culling), call [method " +"RenderingServer.instance_set_ignore_culling] on the [GeometryInstance3D]'s " +"[RID]." +msgstr "" +"使用自定义边界框覆盖该节点的边界框。骨架使用 [MeshInstance3D] 时可以避免重新计" +"算 [AABB] 节省性能,也可以用来对 [MeshInstance3D] 的边界框进行精确控制。要使用" +"默认的 AABB,请将其设为所有字段均为 [code]0.0[/code] 的 [AABB]。要避免视锥剔" +"除,请将 [member custom_aabb] 设为大到能够覆盖整个游戏世界的 AABB,例如 " +"[code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]。要禁用所有形式" +"的剔除(包括遮挡剔除),请使用该 [GeometryInstance3D] 的 [RID] 调用 [method " +"RenderingServer.instance_set_ignore_culling]。" + msgid "" "The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to " "increase its cull box." @@ -55719,6 +56765,15 @@ msgid "" "and [param to_node]." msgstr "返回构成 [param from_node] 和 [param to_node] 之间的连接的点。" +msgid "" +"Returns an Array containing the list of connections. A connection consists in " +"a structure of the form [code]{ from_port: 0, from_node: \"GraphNode name " +"0\", to_port: 1, to_node: \"GraphNode name 1\" }[/code]." +msgstr "" +"返回包含连接列表的数组。连接由以下形式的结构组成:[code]{ from_port: 0, " +"from_node: \"GraphNode name 0\", to_port: 1, to_node: \"GraphNode name 1\" }[/" +"code]。" + msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " "the top left of the graph. You can use this method to reposition the toolbar " @@ -55879,6 +56934,9 @@ msgstr "缩放下限。" msgid "The step of each zoom level." msgstr "每个缩放级别的步长。" +msgid "Emitted at the beginning of a [GraphElement]'s movement." +msgstr "在 [GraphElement] 移动开始时发出。" + msgid "Emitted at the end of a connection drag." msgstr "在连接拖动结束时发出。" @@ -55903,6 +56961,24 @@ msgid "" "of the graph." msgstr "当用户将连接从输出端口拖动到图形的空白区域时发出。" +msgid "" +"Emitted when this [GraphEdit] captures a [code]ui_copy[/code] action " +"([kbd]Ctrl + C[/kbd] by default). In general, this signal indicates that the " +"selected [GraphElement]s should be copied." +msgstr "" +"当该 [GraphEdit] 捕获 [code]ui_copy[/code] 动作(默认情况下为 [kbd]Ctrl + C[/" +"kbd])时发出。一般来说,该信号指示所选的 [GraphElement] 应被复制。" + +msgid "" +"Emitted when this [GraphEdit] captures a [code]ui_graph_delete[/code] action " +"([kbd]Delete[/kbd] by default).\n" +"[param nodes] is an array of node names that should be removed. These usually " +"include all selected nodes." +msgstr "" +"当该 [GraphEdit] 捕获 [code]ui_graph_delete[/code] 动作(默认为 [kbd]Delete[/" +"kbd])时触发。\n" +"[param nodes] 是应被移除的节点的名称的数组。这些通常包括所有选定的节点。" + msgid "" "Emitted to the GraphEdit when the connection between [param from_port] of " "[param from_node] [GraphNode] and [param to_port] of [param to_node] " @@ -55911,6 +56987,31 @@ msgstr "" "当试图移除 [param from_node] [GraphNode] 的 [param from_port] 和 [param " "to_node] [GraphNode] 的 [param to_port] 之间的连接时发出。" +msgid "" +"Emitted when this [GraphEdit] captures a [code]ui_graph_duplicate[/code] " +"action ([kbd]Ctrl + D[/kbd] by default). In general, this signal indicates " +"that the selected [GraphElement]s should be duplicated." +msgstr "" +"当该 [GraphEdit] 捕获 [code]ui_graph_duplicate[/code] 动作(默认为 [kbd]Ctrl " +"+ D[/kbd])时触发。一般来说,该信号指示应被复制的所选的 [GraphElement]。" + +msgid "Emitted at the end of a [GraphElement]'s movement." +msgstr "在 [GraphElement] 移动结束时发出。" + +msgid "Emitted when the given [GraphElement] node is deselected." +msgstr "当给定的 [GraphElement] 节点被取消选择时发出。" + +msgid "Emitted when the given [GraphElement] node is selected." +msgstr "当给定的 [GraphElement] 节点被选中时发出。" + +msgid "" +"Emitted when this [GraphEdit] captures a [code]ui_paste[/code] action " +"([kbd]Ctrl + V[/kbd] by default). In general, this signal indicates that " +"previously copied [GraphElement]s should be pasted." +msgstr "" +"当该 [GraphEdit] 捕获 [code]ui_paste[/code] 动作(默认为 [kbd]Ctrl + V[/kbd])" +"时触发。一般来说,该信号指示应被粘贴的先前复制的 [GraphElement]。" + msgid "" "Emitted when a popup is requested. Happens on right-clicking in the " "GraphEdit. [param position] is the position of the mouse pointer when the " @@ -58516,6 +59617,15 @@ msgstr "" msgid "Importing images" msgstr "导入图像" +msgid "" +"Adjusts this image's [param brightness], [param contrast], and [param " +"saturation] by the given values. Does not work if the image is compressed " +"(see [method is_compressed])." +msgstr "" +"使用 [param brightness] 调整图像的亮度,使用 [param contrast] 调整图像的对比" +"度,使用 [param saturation] 调整图像的饱和度。对压缩图像无效(见 [method " +"is_compressed])。" + msgid "" "Alpha-blends [param src_rect] from [param src] image to this image at " "coordinates [param dst], clipped accordingly to both image bounds. This image " @@ -58673,6 +59783,14 @@ msgstr "" "都存储在一个位上,则返回 [constant ALPHA_BIT]。如果没有找到 Alpha 值的数据,则" "返回 [constant ALPHA_NONE]。" +msgid "" +"Returns the color channels used by this image, as one of the [enum " +"UsedChannels] constants. If the image is compressed, the original [param " +"source] must be specified." +msgstr "" +"返回某个 [enum UsedChannels] 常量,表示该图像所使用的颜色通道。如果为压缩图" +"像,则必须使用 [param source] 指定原始图像的属性。" + msgid "Fills the image with [param color]." msgstr "使用颜色 [param color] 填充图像。" @@ -59194,6 +60312,13 @@ msgid "" msgstr "" "OpenGL 纹理格式 [code]RGBA[/code] 有四个部分,每个分量部分的位深度为 4。" +msgid "" +"OpenGL texture format [code]RGB[/code] with three components. Red and blue " +"have a bitdepth of 5, and green has a bitdepth of 6." +msgstr "" +"OpenGL 纹理格式 [code]RGB[/code],具有三个组件。红色和蓝色的位深度为 5,绿色的" +"位深度为 6。" + msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-" "bit floating-point value." @@ -59438,6 +60563,27 @@ msgstr "" "以压缩 RGBA 数据,使 Alpha 完全透明或完全不透明。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" +msgid "" +"[url=https://en.wikipedia.org/wiki/" +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " +"2[/url] ([code]RGBA8[/code] variant), which compresses RA data and interprets " +"it as two channels (red and green). See also [constant FORMAT_ETC2_RGBA8]." +msgstr "" +"[url=https://zh.wikipedia.org/zh-cn/" +"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" +"爱立信纹理压缩格式 2[/url]([code]RGBA8[/code] 变体),能够压缩 RA 数据,将其" +"解释为两个通道(红和绿)。另见 [constant FORMAT_ETC2_RGBA8]。" + +msgid "" +"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " +"texture format also known as Block Compression 3 or BC3, which compresses RA " +"data and interprets it as two channels (red and green). See also [constant " +"FORMAT_DXT5]." +msgstr "" +"[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 纹理格" +"式,也叫 Block Compression 3、BC3。能够压缩 RA 数据并将其解释为两个通道(红和" +"绿)。另见 [constant FORMAT_DXT5]。" + msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" @@ -59516,6 +60662,13 @@ msgstr "" "另一方面,如果图像已经有了多级渐远纹理,其将被使用,并为生成的图像生成新的一" "组。" +msgid "" +"Performs Lanczos interpolation. This is the slowest image resizing mode, but " +"it typically gives the best results, especially when downscaling images." +msgstr "" +"执行 Lanczos 插值。这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是" +"在缩小图像时。" + msgid "Image does not have alpha." msgstr "图片没有 Alpha 通道。" @@ -59543,6 +60696,24 @@ msgstr "使用 ASTC 压缩。" msgid "Represents the size of the [enum CompressMode] enum." msgstr "代表 [enum CompressMode] 枚举的大小。" +msgid "The image only uses one channel for luminance (grayscale)." +msgstr "该图像仅使用一个通道表示亮度(灰度图)。" + +msgid "The image uses two channels for luminance and alpha, respectively." +msgstr "该图像使用两个通道,分别表示亮度和 Alpha。" + +msgid "The image only uses the red channel." +msgstr "该图像仅使用红色通道。" + +msgid "The image uses two channels for red and green." +msgstr "该图像使用红色和绿色两个通道。" + +msgid "The image uses three channels for red, green, and blue." +msgstr "该图像使用红、绿、蓝三个通道。" + +msgid "The image uses four channels for red, green, blue, and alpha." +msgstr "该图像使用红色、绿色、蓝色和 Alpha 四个通道。" + msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." @@ -61451,6 +62622,19 @@ msgstr "" "如果消息是 [constant MIDI_MESSAGE_CONTROL_CHANGE],则表示控制器值,否则为零。" "控制器包含踏板、推杆等设备。" +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer to " +"the instrument list for [url=https://en.wikipedia.org/wiki/" +"General_MIDI#Program_change_events]General MIDI[/url] to see a list of " +"instruments, except that this value is 0-index, so subtract one from every " +"number on that chart. A standard piano will have an instrument number of 0." +msgstr "" +"这个输入事件的乐器。这个值的范围是 0 到 127。乐器列表请参考维基百科的 " +"[url=https://zh.wikipedia.org/zh-cn/" +"General_MIDI#%E9%9F%B3%E8%89%B2%E8%BD%89%E6%8F%9B%E4%BA%8B%E4%BB%B6%EF%BC%88Program_change_events%EF%BC%89]General " +"MIDI[/url] 文中的乐器列表,不过这个值是从 0 开始的,所以请把那张表中的数字都减" +"一。标准钢琴的乐器号为 0。" + msgid "" "Returns a value indicating the type of message for this MIDI signal. This is " "a member of the [enum MIDIMessage] enum.\n" @@ -63851,6 +65035,24 @@ msgstr "文本阴影效果的颜色 [Color]。" msgid "Vertical space between lines in multiline [Label]." msgstr "多行 [Label] 中,行与行之间的垂直间距。" +msgid "" +"Text outline size.\n" +"[b]Note:[/b] If using a font with [member FontFile." +"multichannel_signed_distance_field] enabled, its [member FontFile." +"msdf_pixel_range] must be set to at least [i]twice[/i] the value of " +"[theme_item outline_size] for outline rendering to look correct. Otherwise, " +"the outline may appear to be cut off earlier than intended.\n" +"[b]Note:[/b] Using a value that is larger than half the font size is not " +"recommended, as the font outline may fail to be fully closed in this case." +msgstr "" +"文字轮廓的大小。\n" +"[b]注意:[/b]如果使用启用了 [member FontFile." +"multichannel_signed_distance_field] 的字体,其 [member FontFile." +"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮廓" +"渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。\n" +"[b]注意:[/b]不建议使用大于字体大小一半的值,因为这种情况下字体轮廓可能无法完" +"全闭合。" + msgid "The horizontal offset of the text's shadow." msgstr "文本阴影的水平偏移。" @@ -64736,51 +65938,6 @@ msgstr "" msgid "Computes and stores baked lightmaps for fast global illumination." msgstr "计算并存储烘焙光照贴图,以实现快速全局照明。" -msgid "" -"The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps " -"are used to provide high-quality indirect lighting with very little light " -"leaking. [LightmapGI] can also provide rough reflections using spherical " -"harmonics if [member directional] is enabled. Dynamic objects can receive " -"indirect lighting thanks to [i]light probes[/i], which can be automatically " -"placed by setting [member generate_probes_subdiv] to a value other than " -"[constant GENERATE_PROBES_DISABLED]. Additional lightmap probes can also be " -"added by creating [LightmapProbe] nodes. The downside is that lightmaps are " -"fully static and cannot be baked in an exported project. Baking a " -"[LightmapGI] node is also slower compared to [VoxelGI].\n" -"[b]Procedural generation:[/b] Lightmap baking functionality is only available " -"in the editor. This means [LightmapGI] is not suited to procedurally " -"generated or user-built levels. For procedurally generated or user-built " -"levels, use [VoxelGI] or SDFGI instead (see [member Environment." -"sdfgi_enabled]).\n" -"[b]Performance:[/b] [LightmapGI] provides the best possible run-time " -"performance for global illumination. It is suitable for low-end hardware " -"including integrated graphics and mobile devices.\n" -"[b]Note:[/b] Due to how lightmaps work, most properties only have a visible " -"effect once lightmaps are baked again.\n" -"[b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not " -"supported, as these cannot store UV2 data required for baking.\n" -"[b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only " -"be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL." -msgstr "" -"[LightmapGI] 节点用于计算和存储烘焙的光照贴图。光照贴图用于提供高质量的间接照" -"明,并且漏光很少。如果启用 [member directional],[LightmapGI] 还可以使用球谐函" -"数,以提供粗略的反射。由于[i]光照探针[/i],动态物体可以接收间接光照,可以通过" -"将 [member generate_probes_subdiv] 设置为 [constant GENERATE_PROBES_DISABLED] " -"以外的值,来自动放置光照探针。也可以通过创建 [LightmapProbe] 节点,来添加额外" -"的光照贴图探针。缺点是光照贴图是完全静态的,不能在导出的项目中烘焙。与 " -"[VoxelGI] 相比,烘焙 [LightmapGI] 节点也更慢。\n" -"[b]程序生成:[/b]光照贴图烘焙功能仅在编辑器中可用。这意味着 [LightmapGI] 不适" -"合程序生成或用户构建的关卡。对于程序生成或用户构建的关卡,请改用 [VoxelGI] 或 " -"SDFGI(请参阅 [member Environment.sdfgi_enabled])。\n" -"[b]性能:[/b][LightmapGI] 为全局照明提供最佳的运行时性能。它适用于包括集成显卡" -"和移动设备在内的低端硬件。\n" -"[b]注意:[/b]由于光照贴图的工作方式,大多数属性只有在光照贴图被再次烘焙后,才" -"会产生可见效果。\n" -"[b]注意:[/b]不支持在 [CSGShape3D] 和 [PrimitiveMesh] 上烘焙光照贴图,因为它们" -"无法存储烘焙所需的 UV2 数据。\n" -"[b]注意:[/b]如果没有安装自定义光照贴图,[LightmapGI] 只能在使用 Vulkan 后端" -"(Forward+ 或 Mobile)时进行烘焙,而不能在使用 OpenGL 时烘焙。" - msgid "Using Lightmap global illumination" msgstr "使用光照贴图全局光照" @@ -66214,6 +67371,127 @@ msgstr "" msgid "Abstract base class for the game's main loop." msgstr "游戏主循环的抽象基类。" +msgid "" +"[MainLoop] is the abstract base class for a Godot project's game loop. It is " +"inherited by [SceneTree], which is the default game loop implementation used " +"in Godot projects, though it is also possible to write and use one's own " +"[MainLoop] subclass instead of the scene tree.\n" +"Upon the application start, a [MainLoop] implementation must be provided to " +"the OS; otherwise, the application will exit. This happens automatically (and " +"a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the " +"command line (with e.g. [code]godot -s my_loop.gd[/code]) or the \"Main Loop " +"Type\" project setting is overwritten.\n" +"Here is an example script implementing a simple [MainLoop]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"class_name CustomMainLoop\n" +"extends MainLoop\n" +"\n" +"var time_elapsed = 0\n" +"\n" +"func _initialize():\n" +" print(\"Initialized:\")\n" +" print(\" Starting time: %s\" % str(time_elapsed))\n" +"\n" +"func _process(delta):\n" +" time_elapsed += delta\n" +" # Return true to end the main loop.\n" +" return Input.get_mouse_button_mask() != 0 || Input." +"is_key_pressed(KEY_ESCAPE)\n" +"\n" +"func _finalize():\n" +" print(\"Finalized:\")\n" +" print(\" End time: %s\" % str(time_elapsed))\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"\n" +"public partial class CustomMainLoop : MainLoop\n" +"{\n" +" private double _timeElapsed = 0;\n" +"\n" +" public override void _Initialize()\n" +" {\n" +" GD.Print(\"Initialized:\");\n" +" GD.Print($\" Starting Time: {_timeElapsed}\");\n" +" }\n" +"\n" +" public override bool _Process(double delta)\n" +" {\n" +" _timeElapsed += delta;\n" +" // Return true to end the main loop.\n" +" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key." +"Escape);\n" +" }\n" +"\n" +" private void _Finalize()\n" +" {\n" +" GD.Print(\"Finalized:\");\n" +" GD.Print($\" End Time: {_timeElapsed}\");\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"[MainLoop] 是 Godot 项目中游戏循环的抽象基类。它被 [SceneTree] 继承," +"[SceneTree] 是 Godot 项目中使用的默认游戏循环的实现,不过也可以编写和使用自己" +"的 [MainLoop] 子类,来代替场景树。\n" +"在应用程序启动时,必须向操作系统提供一个 [MainLoop] 实现;否则,应用程序将退" +"出。这会自动发生(并创建一个 [SceneTree]),除非从命令行提供一个 [MainLoop] " +"[Script](例如 [code]godot -s my_loop.gd[/code],或“主循环类型(Main Loop " +"Type)”项目设置被覆盖。\n" +"有一个实现简单 [MainLoop] 的示例脚本:\n" +"[codeblocks]\n" +"[gdscript]\n" +"class_name CustomMainLoop\n" +"extends MainLoop\n" +"\n" +"var time_elapsed = 0\n" +"\n" +"func _initialize():\n" +" print(\"Initialized:\")\n" +" print(\" Starting time: %s\" % str(time_elapsed))\n" +"\n" +"func _process(delta):\n" +" time_elapsed += delta\n" +" # 返回 true 结束主循环。\n" +" return Input.get_mouse_button_mask() != 0 || Input." +"is_key_pressed(KEY_ESCAPE)\n" +"\n" +"func _finalize():\n" +" print(\"Finalized:\")\n" +" print(\" End time: %s\" % str(time_elapsed))\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"\n" +"public partial class CustomMainLoop : MainLoop\n" +"{\n" +" private double _timeElapsed = 0;\n" +"\n" +" public override void _Initialize()\n" +" {\n" +" GD.Print(\"Initialized:\");\n" +" GD.Print($\" Starting Time: {_timeElapsed}\");\n" +" }\n" +"\n" +" public override bool _Process(double delta)\n" +" {\n" +" _timeElapsed += delta;\n" +" // 返回 true 结束主循环。\n" +" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key." +"Escape);\n" +" }\n" +"\n" +" private void _Finalize()\n" +" {\n" +" GD.Print(\"Finalized:\");\n" +" GD.Print($\" End Time: {_timeElapsed}\");\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "Called before the program exits." msgstr "在程序退出前调用。" @@ -71804,6 +73082,48 @@ msgstr "设置 [param link] 的移动消耗 [param travel_cost]。" msgid "Create a new map." msgstr "创建一张新地图。" +msgid "" +"This function immediately forces synchronization of the specified navigation " +"[param map] [RID]. By default navigation maps are only synchronized at the " +"end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue will " +"be flushed. This means all already queued update commands for this physics " +"frame will be executed, even those intended for other maps, regions and " +"agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is unaffected by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer command " +"queue. Not only can this severely impact the performance of a game but it can " +"also introduce bugs if used inappropriately without much foresight." +msgstr "" +"该函数将立即强制指定的导航 [param map] [RID] 的同步。默认情况下,导航地图仅在" +"每个物理帧结束时同步。该函数可用于立即(重新)计算该导航地图的所有导航网格和区" +"块连接。这使得可以在同一帧中对修改后的地图的导航路径立即执行查询(如果需要,可" +"以执行多次)。\n" +"由于技术上的限制,当前的 NavigationServer 命令队列将被冲刷。这意味着所有已在当" +"前物理帧中入队的更新命令都会被执行,即使是那些用于其他地图、不属于指定地图的区" +"块和代理的更新命令。 昂贵计算的导航网格和地图的区块连接将仅针对指定地图进行。" +"其他地图将在物理帧结束时接收正常同步。如果指定的地图在强制更新后又收到了修改," +"则它将在其他地图收到更新时再次更新。\n" +"避障处理和 [code]safe_velocity[/code] 信号的分发不受该函数影响,仍继续发生在物" +"理帧结束时的所有地图和代理上。\n" +"[b]注意:[/b]能力越大,责任越大。该函数仅该用于用户真正知道自己在做什么并且有" +"充分理由的情况。强制立即更新导航地图需要锁定 NavigationServer 并冲刷整个 " +"NavigationServer 命令队列。这不仅会严重影响游戏的性能,而且如果缺乏远见且使用" +"不当,还会引入 bug。" + msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [param map]." @@ -72187,6 +73507,35 @@ msgstr "" msgid "Updates the provided [param agent] [param height]." msgstr "更新指定代理 [param agent] 的高度 [param height]。" +msgid "" +"Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance " +"is enabled.\n" +"If [code]true[/code] the agent calculates avoidance velocities in 3D for the " +"xyz-axis, e.g. for games that take place in air, underwater or space. The 3D " +"using agent only avoids other 3D avoidance using agent's. The 3D using agent " +"only reacts to radius based avoidance obstacles. The 3D using agent ignores " +"any vertices based obstacles. The 3D using agent only avoids other 3D using " +"agent's.\n" +"If [code]false[/code] the agent calculates avoidance velocities in 2D along " +"the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D " +"avoidance using agent's. The 2D using agent reacts to radius avoidance " +"obstacles. The 2D using agent reacts to vertices based avoidance obstacles. " +"The 2D using agent only avoids other 2D using agent's. 2D using agents will " +"ignore other 2D using agents or obstacles that are below their current " +"position or above their current position including the agents height in 2D " +"avoidance." +msgstr "" +"设置该代理在启用避障时使用 2D 避障还是 3D 避障。\n" +"如果为 [code]true[/code],则代理会为 XYZ 轴计算 3D 避障速度,例如在空中、水" +"下、太空中进行的游戏。使用 3D 的代理只会躲避其他使用 3D 避障的代理。使用 3D 的" +"代理只会响应基于半径的避障障碍物。使用 3D 的代理会忽略基于顶点的障碍物。使用 " +"3D 的代理只会躲避其他使用 3D 的代理。\n" +"如果为 [code]false[/code],则代理会沿 XZ 轴计算 2D 避障速度,忽略 Y 轴。使用 " +"2D 的代理只会躲避其他使用 2D 避障的代理。使用 2D 的代理会响应基于半径的避障障" +"碍物。使用 2D 的代理会响应基于顶点的避障障碍物。使用 2D 的代理只会躲避其他使" +"用 2D 的代理。在 2D 避障时,使用 2D 的代理会忽略它们位于当前位置之下或者位于当" +"前位置与代理高度之和之上的其他使用 2D 的代理和障碍物。" + msgid "" "Sets [param velocity] as the new wanted velocity for the specified [param " "agent]. The avoidance simulation will try to fulfill this velocity if " @@ -72526,12 +73875,132 @@ msgstr "" msgid "Base class for all scene objects." msgstr "所有场景对象的基类。" +msgid "" +"Nodes are Godot's building blocks. They can be assigned as the child of " +"another node, resulting in a tree arrangement. A given node can contain any " +"number of nodes as children with the requirement that all siblings (direct " +"children of a node) should have unique names.\n" +"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and " +"then instantiated into other scenes. This allows for very high flexibility in " +"the architecture and data model of Godot projects.\n" +"[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a " +"node is added to the scene tree, it receives the [constant " +"NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback " +"is triggered. Child nodes are always added [i]after[/i] their parent node, i." +"e. the [method _enter_tree] callback of a parent node will be triggered " +"before its child's.\n" +"Once all nodes have been added in the scene tree, they receive the [constant " +"NOTIFICATION_READY] notification and their respective [method _ready] " +"callbacks are triggered. For groups of nodes, the [method _ready] callback is " +"called in reverse order, starting with the children and moving up to the " +"parent nodes.\n" +"This means that when adding a node to the scene tree, the following order " +"will be used for the callbacks: [method _enter_tree] of the parent, [method " +"_enter_tree] of the children, [method _ready] of the children and finally " +"[method _ready] of the parent (recursively for the entire scene tree).\n" +"[b]Processing:[/b] Nodes can override the \"process\" state, so that they " +"receive a callback on each frame requesting them to process (do something). " +"Normal processing (callback [method _process], toggled with [method " +"set_process]) happens as fast as possible and is dependent on the frame rate, " +"so the processing time [i]delta[/i] (in seconds) is passed as an argument. " +"Physics processing (callback [method _physics_process], toggled with [method " +"set_physics_process]) happens a fixed number of times per second (60 by " +"default) and is useful for code related to the physics engine.\n" +"Nodes can also process input events. When present, the [method _input] " +"function will be called for each input that the program receives. In many " +"cases, this can be overkill (unless used for simple projects), and the " +"[method _unhandled_input] function might be preferred; it is called when the " +"input event was not handled by anyone else (typically, GUI [Control] nodes), " +"ensuring that the node only receives the events that were meant for it.\n" +"To keep track of the scene hierarchy (especially when instantiating scenes " +"into other scenes), an \"owner\" can be set for the node with the [member " +"owner] property. This keeps track of who instantiated what. This is mostly " +"useful when writing editors and tools, though.\n" +"Finally, when a node is freed with [method Object.free] or [method " +"queue_free], it will also free all its children.\n" +"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to " +"manage, you could create groups like \"enemies\" or \"collectables\" for " +"example, depending on your game. See [method add_to_group], [method " +"is_in_group] and [method remove_from_group]. You can then retrieve all nodes " +"in these groups, iterate them and even call methods on groups via the methods " +"on [SceneTree].\n" +"[b]Networking with nodes:[/b] After connecting to a server (or making one, " +"see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote " +"procedure call) system to communicate over the network. By calling [method " +"rpc] with a method name, it will be called locally and in all connected peers " +"(peers = clients and the server that accepts connections). To identify which " +"node receives the RPC call, Godot will use its [NodePath] (make sure node " +"names are the same on all peers). Also, take a look at the high-level " +"networking tutorial and corresponding demos.\n" +"[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, " +"not [Node]. It isn't exposed like most properties but does have a setter and " +"getter (see [method Object.set_script] and [method Object.get_script])." +msgstr "" +"节点是 Godot 的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排" +"列。一个给定的节点可以包含任意数量的节点作为子节点,要求所有的兄弟节点(即该节" +"点的直接子节点)的名字唯一。\n" +"节点树被称为[i]场景[/i]。场景可以被保存到磁盘上,然后被实例化到其他场景中。这" +"使得 Godot 项目的架构和数据模型具有非常高的灵活性。\n" +"[b]场景树:[/b][SceneTree] 包含活动的节点树。当一个节点被添加到场景树中时,它" +"将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method _enter_tree] " +"回调。子节点总是在其父节点[i]之后[/i]被添加,即父节点的 [method _enter_tree] " +"回调将在其子节点的之前被触发。\n" +"一旦所有的节点被添加到场景树中,它们就会收到 [constant NOTIFICATION_READY] 通" +"知,其各自的 [method _ready] 回调被触发。对于一组节点,[method _ready] 回调是" +"按相反的顺序调用的,从子节点开始,向上移动到父节点。\n" +"这意味着,当把一个节点添加到场景树中时,将使用下面的顺序进行回调:父节点的 " +"[method _enter_tree]、子节点的 [method _enter_tree]、子节点的 [method " +"_ready],最后是父节点的 [method _ready](对整个场景树进行递归)。\n" +"[b]处理:[/b]节点可以覆盖“处理”状态,以便它们在每一帧上都收到回调,要求它们进" +"行处理(做一些事情)。普通处理(回调 [method _process],可以使用 [method " +"set_process] 开关)会尽可能快地发生,并且取决于帧率,所以处理时间 [i]delta[/i]" +"(单位为秒)会作为参数传入。物理处理(回调 [method _physics_process],可以使" +"用 [method set_physics_process] 开关)每秒发生固定次数(默认为 60),对物理引" +"擎相关的代码很有用。\n" +"节点也可以处理输入事件。存在 [method _input] 函数时,程序每收到一次输入都会去" +"调用它。在许多情况下,这么做是大材小用了(除非是用于简单的项目),用 [method " +"_unhandled_input] 函数可能更合适;当输入事件没有被其他节点(通常是 GUI " +"[Control] 节点)处理时,才会调用这个函数,可以确保节点只接收到它该收到的事" +"件。\n" +"为了记录场景的层次结构(尤其是在将场景实例化到其他场景时)可以用 [member " +"owner] 属性为节点设置一个“所有者”。它记录的是谁实例化了什么。这在编写编辑器和" +"工具时非常有用。\n" +"最后,当一个节点被 [method Object.free] 或 [method queue_free] 释放时,它也将" +"释放它的所有子节点。\n" +"[b]分组:[/b]节点可以被添加到很多的组中,以方便管理,你可以根据自己游戏的需要" +"来创建类似“敌人”或“收集品”这样的组。见 [method add_to_group]、[method " +"is_in_group] 和 [method remove_from_group]。加入组后,你可以检索这些组中的所有" +"节点,对它们进行迭代,甚至通过 [SceneTree] 中的方法调用组内方法。\n" +"[b]节点的网络编程:[/b]在连接到服务器(或制作服务器,见 " +"[ENetMultiplayerPeer])之后,可以使用内置的 RPC(远程过程调用)系统在网络上进" +"行通信。在调用 [method rpc] 时传入方法名,将在本地和所有已连接的对等体中调用对" +"应的方法(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到 RPC 调用," +"Godot 将使用它的 [NodePath](请确保所有对等体上的节点名称相同)。另外,请参阅" +"高级网络教程和相应的演示。\n" +"[b]注意:[/b][code]script[/code] 属性是 [Object] 类的一部分,不属于 [Node]。这" +"个属性暴露的方式和其他属性不同,但提供了 setter 和 getter(见 [method Object." +"set_script] 和 [method Object.get_script])。" + msgid "Nodes and scenes" msgstr "节点与场景" msgid "All Demos" msgstr "所有演示" +msgid "" +"Called when the node enters the [SceneTree] (e.g. upon instantiating, scene " +"changing, or after calling [method add_child] in a script). If the node has " +"children, its [method _enter_tree] callback will be called first, and then " +"that of the children.\n" +"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method " +"Object._notification]." +msgstr "" +"当节点进入 [SceneTree] 时调用(例如实例化时、场景改变时、或者在脚本中调用 " +"[method add_child] 后)。如果节点有子节点,则首先调用它的 [method " +"_enter_tree] 回调函数,然后再调用子节点的回调函数。\n" +"对应于 [method Object._notification] 中的 [constant NOTIFICATION_ENTER_TREE] " +"通知。" + msgid "" "Called when the node is about to leave the [SceneTree] (e.g. upon freeing, " "scene changing, or after calling [method remove_child] in a script). If the " @@ -72650,6 +74119,32 @@ msgstr "" "[b]注意:[/b]这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它不" "是孤立节点)。" +msgid "" +"Called when the node is \"ready\", i.e. when both the node and its children " +"have entered the scene tree. If the node has children, their [method _ready] " +"callbacks get triggered first, and the parent node will receive the ready " +"notification afterwards.\n" +"Corresponds to the [constant NOTIFICATION_READY] notification in [method " +"Object._notification]. See also the [code]@onready[/code] annotation for " +"variables.\n" +"Usually used for initialization. For even earlier initialization, [method " +"Object._init] may be used. See also [method _enter_tree].\n" +"[b]Note:[/b] This method may be called only once for each node. After " +"removing a node from the scene tree and adding it again, [method _ready] will " +"[b]not[/b] be called a second time. This can be bypassed by requesting " +"another call with [method request_ready], which may be called anywhere before " +"adding the node again." +msgstr "" +"当节点“就绪”时被调用,即当节点及其子节点都已经进入场景树时。如果该节点有子节" +"点,将首先触发子节点的 [method _ready] 回调,稍后父节点将收到就绪通知。\n" +"对应 [method Object._notification] 中的 [constant NOTIFICATION_READY] 通知。另" +"请参阅用于变量的 [code]@onready[/code] 注解。\n" +"通常用于初始化。对于更早的初始化,可以使用 [method Object._init]。另见 " +"[method _enter_tree]。\n" +"[b]注意:[/b]该方法对于每个节点可能仅调用一次。从场景树中移除一个节点后,并再" +"次添加该节点时,将[b]不[/b]会第二次调用 [method _ready]。这时可以通过使用 " +"[method request_ready],它可以在再次添加节点之前的任何地方被调用。" + msgid "" "Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed " "by [method _input] or any GUI [Control] item. It is called before [method " @@ -72746,6 +74241,143 @@ msgstr "" "[InputEventMouseMotion] 等无关事件会被自动过滤。\n" "[b]注意:[/b]只有当节点存在于场景树中(即不是孤立节点)时,该方法才会被调用。" +msgid "" +"Adds a child [param node]. Nodes can have any number of children, but every " +"child must have a unique name. Child nodes are automatically deleted when the " +"parent node is deleted, so an entire scene can be removed by deleting its " +"topmost node.\n" +"If [param force_readable_name] is [code]true[/code], improves the readability " +"of the added [param node]. If not named, the [param node] is renamed to its " +"type, and if it shares [member name] with a sibling, a number is suffixed " +"more appropriately. This operation is very slow. As such, it is recommended " +"leaving this to [code]false[/code], which assigns a dummy name featuring " +"[code]@[/code] in both situations.\n" +"If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the " +"child will be added as internal node. These nodes are ignored by methods like " +"[method get_children], unless their parameter [code]include_internal[/code] " +"is [code]true[/code]. The intended usage is to hide the internal nodes from " +"the user, so the user won't accidentally delete or modify them. Used by some " +"GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes.\n" +"[b]Note:[/b] If [param node] already has a parent, this method will fail. Use " +"[method remove_child] first to remove [param node] from its current parent. " +"For example:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var child_node = get_child(0)\n" +"if child_node.get_parent():\n" +" child_node.get_parent().remove_child(child_node)\n" +"add_child(child_node)\n" +"[/gdscript]\n" +"[csharp]\n" +"Node childNode = GetChild(0);\n" +"if (childNode.GetParent() != null)\n" +"{\n" +" childNode.GetParent().RemoveChild(childNode);\n" +"}\n" +"AddChild(childNode);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"If you need the child node to be added below a specific node in the list of " +"children, use [method add_sibling] instead of this method.\n" +"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must " +"set [member owner] in addition to calling [method add_child]. This is " +"typically relevant for [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " +"add_child] is called without setting [member owner], the newly added [Node] " +"will not be visible in the scene tree, though it will be visible in the 2D/3D " +"view." +msgstr "" +"将 [param node] 添加为子节点。节点可以有任意数量的子节点,但子节点的名称必须唯" +"一。删除父节点时会自动删除子节点,因此可以通过删除最顶层的节点来删除整个场" +"景。\n" +"如果 [param force_readable_name] 为 [code]true[/code],则将提高所添加的 " +"[param node] 的可读性。如果尚未命名,[param node] 将重命名为它的类型,如果存" +"在 [member name] 相同的兄弟节点,则会添加合适的数字后缀。这个操作很慢。因此," +"建议将其保留为 [code]false[/code],在这两种情况下会分配包含 [code]@[/code] 的" +"虚拟名称。\n" +"如果 [param internal] 不同于 [constant INTERNAL_MODE_DISABLED],则该子节点将被" +"添加为内部节点。[method get_children] 等方法会忽略这些节点,除非它们的参数 " +"[code]include_internal[/code] 为 [code]true[/code]。这种功能的设计初衷是对用户" +"隐藏内部节点,这样用户就不会意外删除或修改这些节点。部分 GUI 节点会使用这个功" +"能,例如 [ColorPicker]。可用的模式见 [enum InternalMode]。\n" +"[b]注意:[/b]如果 [param node] 已经有父节点,则该方法会失败。请先使用 [method " +"remove_child] 将 [param node] 从其当前父节点中移除。例如:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var child_node = get_child(0)\n" +"if child_node.get_parent():\n" +" child_node.get_parent().remove_child(child_node)\n" +"add_child(child_node)\n" +"[/gdscript]\n" +"[csharp]\n" +"Node childNode = GetChild(0);\n" +"if (childNode.GetParent() != null)\n" +"{\n" +" childNode.GetParent().RemoveChild(childNode);\n" +"}\n" +"AddChild(childNode);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"如果你需要将子节点添加到子节点列表中特定节点的下方,请使用 [method " +"add_sibling] 而不是该方法。\n" +"[b]注意:[/b]如果想让子节点持久化到某个 [PackedScene] 的,除了调用 [method " +"add_child] 之外,还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/" +"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果在没有设置 " +"[member owner],只调用了 [method add_child],则新添加的 [Node] 在场景树中将不" +"可见,但在 2D/3D 视图中却是可见的。" + +msgid "" +"Adds a [param sibling] node to this node's parent, and moves the added " +"sibling right below this node.\n" +"If [param force_readable_name] is [code]true[/code], improves the readability " +"of the added [param sibling]. If not named, the [param sibling] is renamed to " +"its type, and if it shares [member name] with a sibling, a number is suffixed " +"more appropriately. This operation is very slow. As such, it is recommended " +"leaving this to [code]false[/code], which assigns a dummy name featuring " +"[code]@[/code] in both situations.\n" +"Use [method add_child] instead of this method if you don't need the child " +"node to be added below a specific node in the list of children.\n" +"[b]Note:[/b] If this node is internal, the added sibling will be internal too " +"(see [method add_child]'s [code]internal[/code] parameter)." +msgstr "" +"将一个 [param sibling] 节点添加到该节点的父节点,并将该添加的同级节点移动到该" +"节点的正下方。\n" +"如果 [param force_readable_name] 为 [code]true[/code],则提高添加的 [param " +"sibling] 的可读性。如果没有命名,[param sibling] 将被重命名为它的类型,如果它" +"与一个同级节点共享 [member name],则添加一个更合适的数字后缀。这个操作很慢。因" +"此,建议将其保留为 [code]false[/code],这会在两种情况下分配一个以 [code]@[/" +"code] 为特色的虚拟名称。\n" +"如果不需要将该子节点添加到子列表中特定节点的下方,请使用 [method add_child] 而" +"不是该方法。\n" +"[b]注意:[/b]如果这个节点是内部的,则添加的同级节点也将是内部的(参见 [method " +"add_child] 的 [code]internal[/code] 参数)。" + +msgid "" +"Adds the node to the [param group]. Groups can be helpful to organize a " +"subset of nodes, for example [code]\"enemies\"[/code] or " +"[code]\"collectables\"[/code]. See notes in the description, and the group " +"methods in [SceneTree].\n" +"If [param persistent] is [code]true[/code], the group will be stored when " +"saved inside a [PackedScene]. All groups created and displayed in the Node " +"dock are persistent.\n" +"[b]Note:[/b] To improve performance, the order of group names is [i]not[/i] " +"guaranteed and may vary between project runs. Therefore, do not rely on the " +"group order.\n" +"[b]Note:[/b] [SceneTree]'s group methods will [i]not[/i] work on this node if " +"not inside the tree (see [method is_inside_tree])." +msgstr "" +"将该节点加入 [param group] 分组。使用分组可以很方便地组织部分节点,例如将敌人" +"加入 [code]\"enemies\"[/code] 分组、将收集品加入 [code]\"collectables\"[/" +"code] 分组。注意事项见下文,以及 [SceneTree] 中相关的分组方法。\n" +"如果 [param persistent] 为 [code]true[/code],则保存 [PackedScene] 时会存储该" +"分组。在“节点”面板中创建、显示的分组都能够进行持久化。\n" +"[b]注意:[/b]为了提升性能,[i]并不[/i]保证分组名称的顺序,每次运行项目可能会不" +"同。因此请不要依赖分组的顺序。\n" +"[b]注意:[/b]不再场景树中时,[SceneTree] 的分组方法[i]无法[/i]正常工作(见 " +"[method is_inside_tree])。" + msgid "" "This function is similar to [method Object.call_deferred] except that the " "call will take place when the node thread group is processed. If the node " @@ -72768,6 +74400,272 @@ msgstr "" "这个函数能够确保调用成功,无论是否从线程中调用。如果是从不允许调用该函数的线程" "中调用的,那么调用就会变成延迟调用。否则就会直接调用。" +msgid "" +"Returns [code]true[/code] if the node can receive processing notifications " +"and input callbacks ([constant NOTIFICATION_PROCESS], [method _input], etc) " +"from the [SceneTree] and [Viewport]. The value depends on both the current " +"[member process_mode] and [member SceneTree.paused]. Returns [code]false[/" +"code] if the node is not inside the tree." +msgstr "" +"如果节点可以从 [SceneTree] 和 [Viewport] 接收处理通知和输入回调([constant " +"NOTIFICATION_PROCESS]、[method _input] 等),则返回 [code]true[/code]。该值取" +"决于当前的 [member process_mode] 和 [member SceneTree.paused]。如果节点不在树" +"内,则返回 [code]false[/code]。" + +msgid "" +"Creates a new [Tween] and binds it to this node. Fails if the node is not " +"inside the tree.\n" +"This is the equivalent of doing:\n" +"[codeblocks]\n" +"[gdscript]\n" +"get_tree().create_tween().bind_node(self)\n" +"[/gdscript]\n" +"[csharp]\n" +"GetTree().CreateTween().BindNode(this);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"The Tween will start automatically on the next process frame or physics frame " +"(depending on [enum Tween.TweenProcessMode])." +msgstr "" +"新建 [Tween] 并将其绑定到这个节点。\n" +"与如下操作等价:\n" +"[codeblocks]\n" +"[gdscript]\n" +"get_tree().create_tween().bind_node(self)\n" +"[/gdscript]\n" +"[csharp]\n" +"GetTree().CreateTween().BindNode(this);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"该 Tween 将在下一个处理帧或物理帧时自动开始(取决于 [enum Tween." +"TweenProcessMode])。" + +msgid "" +"Duplicates the node, returning a new node with all of its properties, signals " +"and groups copied from the original. The behavior can be tweaked through the " +"[param flags] (see [enum DuplicateFlags]).\n" +"[b]Note:[/b] For nodes with a [Script] attached, if [method Object._init] has " +"been defined with required parameters, the duplicated node will not have a " +"[Script]." +msgstr "" +"复制该节点,返回一个新节点,其中包含从原始节点复制的所有属性、信号和组。可以通" +"过 [param flags] 调整该行为(请参阅 [enum DuplicateFlags])。\n" +"[b]注意:[/b]对于附带有 [Script] 的节点,如果 [method Object._init] 已使用所需" +"参数定义,则复制的节点将不会有 [Script]。" + +msgid "" +"Finds the first descendant of this node whose [member name] matches [param " +"pattern], returning [code]null[/code] if no match is found. The matching is " +"done against node names, [i]not[/i] their paths, through [method String." +"match]. As such, it is case-sensitive, [code]\"*\"[/code] matches zero or " +"more characters, and [code]\"?\"[/code] matches any single character.\n" +"If [param recursive] is [code]false[/code], only this node's direct children " +"are checked. Nodes are checked in tree order, so this node's first direct " +"child is checked first, then its own direct children, etc., before moving to " +"the second direct child, and so on. Internal children are also included in " +"the search (see [code]internal[/code] parameter in [method add_child]).\n" +"If [param owned] is [code]true[/code], only descendants with a valid [member " +"owner] node are checked.\n" +"[b]Note:[/b] This method can be very slow. Consider storing a reference to " +"the found node in a variable. Alternatively, use [method get_node] with " +"unique names (see [member unique_name_in_owner]).\n" +"[b]Note:[/b] To find all descendant nodes matching a pattern or a class type, " +"see [method find_children]." +msgstr "" +"查找该节点的后代节点中,其 [member name] 与 [param pattern] 匹配的第一个节点。" +"如果找不到匹配项,则返回 [code]null[/code]。匹配是通过 [method String.match] " +"针对节点名称完成的,而[i]不[/i]是针对其路径。因此,它区分大小写,[code]\"*\"[/" +"code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配任意单个字符。\n" +"如果 [param recursive] 为 [code]false[/code],则仅检查该节点的直接子节点。节点" +"按树顺序检查,因此首先检查该节点的第一个直接子节点,然后检查它自己的直接子节" +"点,依此类推;然后移动到第二个直接子节点,依此类推。内部子级也包含在该搜索中" +"(请参阅 [method add_child] 中的 [code]internal[/code] 参数)。\n" +"如果 [param owned] 为 [code]true[/code],则仅检查具有有效 [member owner] 节点" +"的后代。\n" +"[b]注意:[/b]该方法可能非常慢。考虑将找到的节点的引用存储在变量中。或者,使用" +"唯一名称调用 [method get_node](请参阅 [member unique_name_in_owner])。\n" +"[b]注意:[/b]要查找匹配一个模式或类类型的所有后代节点,请参阅 [method " +"find_children]。" + +msgid "" +"Finds all descendants of this node whose names match [param pattern], " +"returning an empty [Array] if no match is found. The matching is done against " +"node names, [i]not[/i] their paths, through [method String.match]. As such, " +"it is case-sensitive, [code]\"*\"[/code] matches zero or more characters, and " +"[code]\"?\"[/code] matches any single character.\n" +"If [param type] is not empty, only ancestors inheriting from [param type] are " +"included (see [method Object.is_class]).\n" +"If [param recursive] is [code]false[/code], only this node's direct children " +"are checked. Nodes are checked in tree order, so this node's first direct " +"child is checked first, then its own direct children, etc., before moving to " +"the second direct child, and so on. Internal children are also included in " +"the search (see [code]internal[/code] parameter in [method add_child]).\n" +"If [param owned] is [code]true[/code], only descendants with a valid [member " +"owner] node are checked.\n" +"[b]Note:[/b] This method can be very slow. Consider storing references to the " +"found nodes in a variable.\n" +"[b]Note:[/b] To find a single descendant node matching a pattern, see [method " +"find_child]." +msgstr "" +"查找该节点的后代节点中,其名称与 [param pattern] 匹配的所有节点。如果找不到匹" +"配项,则返回空 [Array]。匹配是通过 [method String.match] 针对节点名称完成的," +"而[i]不[/i]是针对其路径。因此,它区分大小写,[code]\"*\"[/code] 匹配零个或多个" +"字符,[code]\"?\"[/code] 匹配任意单个字符。\n" +"如果 [param type] 不为空,则仅包含从 [param type] 继承的后代节点(请参阅 " +"[method Object.is_class])。\n" +"如果 [param recursive] 为 [code]false[/code],则仅检查该节点的直接子节点。节点" +"按树顺序检查,因此首先检查该节点的第一个直接子节点,然后检查它自己的直接子节" +"点,依此类推;然后移动到第二个直接子节点,依此类推。内部子级也包含在该搜索中" +"(请参阅 [method add_child] 中的 [code]internal[/code] 参数)。\n" +"如果 [param owned] 为 [code]true[/code],则仅检查具有有效 [member owner] 节点" +"的后代。\n" +"[b]注意:[/b]该方法可能非常慢。考虑将找到的节点的引用存储在变量中。\n" +"[b]注意:[/b]如果只想查找匹配一个模式的单个后代节点,请参阅 [method " +"find_child]。" + +msgid "" +"Finds the first ancestor of this node whose [member name] matches [param " +"pattern], returning [code]null[/code] if no match is found. The matching is " +"done through [method String.match]. As such, it is case-sensitive, " +"[code]\"*\"[/code] matches zero or more characters, and [code]\"?\"[/code] " +"matches any single character. See also [method find_child] and [method " +"find_children].\n" +"[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow " +"in large, deeply nested nodes. Consider storing a reference to the found node " +"in a variable. Alternatively, use [method get_node] with unique names (see " +"[member unique_name_in_owner])." +msgstr "" +"查找该节点的祖先节点中,其 [member name] 与 [param pattern] 匹配的第一个节点。" +"如果找不到匹配项,则返回 [code]null[/code]。匹配是通过 [method String.match] " +"完成的。因此,它区分大小写,[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?" +"\"[/code] 匹配任意单个字符。另见 [method find_child] 和 [method " +"find_children]。\n" +"[b]注意:[/b] 由于该方法在场景树中向上遍历,因此在大型、深度嵌套的节点中可能会" +"很慢。考虑将找到的节点的引用存储在变量中。或者,使用唯一名称调用 [method " +"get_node](请参阅 [member unique_name_in_owner])。" + +msgid "" +"Fetches a child node by its index. Each child node has an index relative its " +"siblings (see [method get_index]). The first child is at index 0. Negative " +"values can also be used to start from the end of the list. This method can be " +"used in combination with [method get_child_count] to iterate over this node's " +"children. If no child exists at the given index, this method returns " +"[code]null[/code] and an error is generated.\n" +"If [param include_internal] is [code]false[/code], internal children are " +"ignored (see [method add_child]'s [code]internal[/code] parameter).\n" +"[codeblock]\n" +"# Assuming the following are children of this node, in order:\n" +"# First, Middle, Last.\n" +"\n" +"var a = get_child(0).name # a is \"First\"\n" +"var b = get_child(1).name # b is \"Middle\"\n" +"var b = get_child(2).name # b is \"Last\"\n" +"var c = get_child(-1).name # c is \"Last\"\n" +"[/codeblock]\n" +"[b]Note:[/b] To fetch a node by [NodePath], use [method get_node]." +msgstr "" +"通过索引获取子节点。每个子节点都有一个相对于其同级节点的索引(请参阅 [method " +"get_index])。第一个子节点位于索引 0 处。负值也可用于从列表末尾开始。该方法可" +"以与 [method get_child_count] 结合使用来迭代该节点的子节点。如果给定索引处不存" +"在子节点,则该方法返回 [code]null[/code] 并生成一个错误。\n" +"如果 [param include_internal] 为 [code]false[/code],则忽略内部子节点(请参阅 " +"[method add_child] 的 [code]internal[/code] 参数)。\n" +"[codeblock]\n" +"# 假设以下是该节点的子节点(按顺序):\n" +"# 第一、中间、最后。\n" +"\n" +"var a = get_child(0).name # a 是 “第一”\n" +"var b = get_child(1).name # b 是 “中间”\n" +"var b = get_child(2).name # b 是 “最后”\n" +"var c = get_child(-1).name # c 是 “最后”\n" +"[/codeblock]\n" +"[b]注意:[/b]要通过 [NodePath] 获取节点,请使用 [method get_node]。" + +msgid "" +"Returns the number of children of this node.\n" +"If [param include_internal] is [code]false[/code], internal children are not " +"counted (see [method add_child]'s [code]internal[/code] parameter)." +msgstr "" +"返回该节点的子节点的数量。\n" +"如果 [param include_internal] 为 [code]false[/code] ,则不计算内部子节点(见 " +"[method add_child] 的 [code]internal[/code] 参数)。" + +msgid "" +"Returns all children of this node inside an [Array].\n" +"If [param include_internal] is [code]false[/code], excludes internal children " +"from the returned array (see [method add_child]'s [code]internal[/code] " +"parameter)." +msgstr "" +"返回该节点的所有子节点到一个 [Array] 内。\n" +"如果 [param include_internal] 为 [code]false[/code],则从返回的数组中排除内部" +"子节点(见 [method add_child] 的 [code]internal[/code] 参数)。" + +msgid "" +"Returns an [Array] of group names that the node has been added to.\n" +"[b]Note:[/b] To improve performance, the order of group names is [i]not[/i] " +"guaranteed and may vary between project runs. Therefore, do not rely on the " +"group order.\n" +"[b]Note:[/b] This method may also return some group names starting with an " +"underscore ([code]_[/code]). These are internally used by the engine. To " +"avoid conflicts, do not use custom groups starting with underscores. To " +"exclude internal groups, see the following code snippet:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Stores the node's non-internal groups only (as an array of StringNames).\n" +"var non_internal_groups = []\n" +"for group in get_groups():\n" +" if not str(group).begins_with(\"_\"):\n" +" non_internal_groups.push_back(group)\n" +"[/gdscript]\n" +"[csharp]\n" +"// Stores the node's non-internal groups only (as a List of StringNames).\n" +"List nonInternalGroups = new List();\n" +"foreach (string group in GetGroups())\n" +"{\n" +" if (!group.BeginsWith(\"_\"))\n" +" nonInternalGroups.Add(group);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回该节点已被添加到的分组的名称的 [Array]。\n" +"[b]注意:[/b]为了提高性能,[i]不[/i]保证分组名称的顺序,并且在项目运行之间可能" +"会有所不同。因此,不要依赖分组顺序。\n" +"[b]注意:[/b]该方法还可能返回一些以下划线([code]_[/code])开头的分组名称。这" +"些名称被引擎内部使用。为避免冲突,请勿使用以下划线开头的自定义分组。要排除内部" +"分组,请参阅以下代码片段:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 仅存储节点的非内部分组(作为一个 StringNames 数组)。\n" +"var non_internal_groups = []\n" +"for group in get_groups():\n" +" if not str(group).begins_with(\"_\"):\n" +" non_internal_groups.push_back(group)\n" +"[/gdscript]\n" +"[csharp]\n" +"// 仅存储节点的非内部分组(作为一个 StringNames 列表)。\n" +"List nonInternalGroups = new List();\n" +"foreach (string group in GetGroups())\n" +"{\n" +" if (!group.BeginsWith(\"_\"))\n" +" nonInternalGroups.Add(group);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns this node's order among its siblings. The first node's index is " +"[code]0[/code]. See also [method get_child].\n" +"If [param include_internal] is [code]false[/code], returns the index ignoring " +"internal children. The first, non-internal child will have an index of " +"[code]0[/code] (see [method add_child]'s [code]internal[/code] parameter)." +msgstr "" +"返回该节点在其同级节点中的顺序。第一个节点的索引是 [code]0[/code]。另见 " +"[method get_child]。\n" +"如果 [param include_internal] 为 [code]false[/code],则返回的索引会忽略内部子" +"节点。第一个非内部子节点的索引为 [code]0[/code](见 [method add_child] 的 " +"[code]internal[/code] 参数)。" + msgid "" "Returns the [Window] that contains this node, or the last exclusive child in " "a chain of windows starting with the one that contains this node." @@ -72781,6 +74679,243 @@ msgid "" msgstr "" "返回这个节点多人游戏控制者的对等体 ID。见 [method set_multiplayer_authority]。" +msgid "" +"Fetches a node. The [NodePath] can either be a relative path (from this " +"node), or an absolute path (from the [member SceneTree.root]) to a node. If " +"[param path] does not point to a valid node, generates an error and returns " +"[code]null[/code]. Attempts to access methods on the return value will result " +"in an [i]\"Attempt to call on a null instance.\"[/i] error.\n" +"[b]Note:[/b] Fetching by absolute path only works when the node is inside the " +"scene tree (see [method is_inside_tree]).\n" +"[b]Example:[/b] Assume this method is called from the Character node, inside " +"the following tree:\n" +"[codeblock]\n" +" ┖╴root\n" +" ┠╴Character (you are here!)\n" +" ┃ ┠╴Sword\n" +" ┃ ┖╴Backpack\n" +" ┃ ┖╴Dagger\n" +" ┠╴MyGame\n" +" ┖╴Swamp\n" +" ┠╴Alligator\n" +" ┠╴Mosquito\n" +" ┖╴Goblin\n" +"[/codeblock]\n" +"The following calls will return a valid node:\n" +"[codeblocks]\n" +"[gdscript]\n" +"get_node(\"Sword\")\n" +"get_node(\"Backpack/Dagger\")\n" +"get_node(\"../Swamp/Alligator\")\n" +"get_node(\"/root/MyGame\")\n" +"[/gdscript]\n" +"[csharp]\n" +"GetNode(\"Sword\");\n" +"GetNode(\"Backpack/Dagger\");\n" +"GetNode(\"../Swamp/Alligator\");\n" +"GetNode(\"/root/MyGame\");\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"获取一个节点。[NodePath] 可以是到一个节点的相对路径(从该节点开始)或绝对路径" +"(从 [member SceneTree.root] 开始)。如果 [param path] 未指向一个有效节点,则" +"会生成错误并返回 [code]null[/code]。尝试访问返回值上的方法将导致[i]“尝试在一" +"个 null 实例上调用 。”[/i]错误。\n" +"[b]注意:[/b]通过绝对路径获取,仅在节点位于场景树内部时有效(参见 [method " +"is_inside_tree])。\n" +"[b]示例:[/b]假设从以下树内的 Character 节点调用该方法:\n" +"[codeblock]\n" +" ┖╴root\n" +" ┠╴Character (you are here!)\n" +" ┃ ┠╴Sword\n" +" ┃ ┖╴Backpack\n" +" ┃ ┖╴Dagger\n" +" ┠╴MyGame\n" +" ┖╴Swamp\n" +" ┠╴Alligator\n" +" ┠╴Mosquito\n" +" ┖╴Goblin\n" +"[/codeblock]\n" +"以下调用将返回一个有效节点:\n" +"[codeblocks]\n" +"[gdscript]\n" +"get_node(\"Sword\")\n" +"get_node(\"Backpack/Dagger\")\n" +"get_node(\"../Swamp/Alligator\")\n" +"get_node(\"/root/MyGame\")\n" +"[/gdscript]\n" +"[csharp]\n" +"GetNode(\"Sword\");\n" +"GetNode(\"Backpack/Dagger\");\n" +"GetNode(\"../Swamp/Alligator\");\n" +"GetNode(\"/root/MyGame\");\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Fetches a node and its most nested resource as specified by the [NodePath]'s " +"subname. Returns an [Array] of size [code]3[/code] where:\n" +"- Element [code]0[/code] is the [Node], or [code]null[/code] if not found;\n" +"- Element [code]1[/code] is the subname's last nested [Resource], or " +"[code]null[/code] if not found;\n" +"- Element [code]2[/code] is the remaining [NodePath], referring to an " +"existing, non-[Resource] property (see [method Object.get_indexed]).\n" +"[b]Example:[/b] Assume that the child's [member Sprite2D.texture] has been " +"assigned a [AtlasTexture]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = get_node_and_resource(\"Area2D/Sprite2D\")\n" +"print(a[0].name) # Prints Sprite2D\n" +"print(a[1]) # Prints \n" +"print(a[2]) # Prints ^\"\"\n" +"\n" +"var b = get_node_and_resource(\"Area2D/Sprite2D:texture:atlas\")\n" +"print(b[0].name) # Prints Sprite2D\n" +"print(b[1].get_class()) # Prints AtlasTexture\n" +"print(b[2]) # Prints ^\"\"\n" +"\n" +"var c = get_node_and_resource(\"Area2D/Sprite2D:texture:atlas:region\")\n" +"print(c[0].name) # Prints Sprite2D\n" +"print(c[1].get_class()) # Prints AtlasTexture\n" +"print(c[2]) # Prints ^\":region\"\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = GetNodeAndResource(NodePath(\"Area2D/Sprite2D\"));\n" +"GD.Print(a[0].Name); // Prints Sprite2D\n" +"GD.Print(a[1]); // Prints \n" +"GD.Print(a[2]); // Prints ^\"\n" +"\n" +"var b = GetNodeAndResource(NodePath(\"Area2D/Sprite2D:texture:atlas\"));\n" +"GD.Print(b[0].name); // Prints Sprite2D\n" +"GD.Print(b[1].get_class()); // Prints AtlasTexture\n" +"GD.Print(b[2]); // Prints ^\"\"\n" +"\n" +"var c = GetNodeAndResource(NodePath(\"Area2D/Sprite2D:texture:atlas:" +"region\"));\n" +"GD.Print(c[0].name); // Prints Sprite2D\n" +"GD.Print(c[1].get_class()); // Prints AtlasTexture\n" +"GD.Print(c[2]); // Prints ^\":region\"\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"获取节点及其由 [NodePath] 子名指定的嵌套最深的资源。返回一个大小为 [code]3[/" +"code] 的 [Array],其中:\n" +"- 元素 [code]0[/code] 是 [Node],如果找不到,则为 [code]null[/code];\n" +"- 元素 [code]1[/code] 是子名中最后嵌套的 [Resource],如果找不到,则为 " +"[code]null[/code];\n" +"- 元素 [code]2[/code] 是剩余的 [NodePath],引用一个已有的非 [Resource] 属性" +"(请参阅 [method Object.get_indexed])。\n" +"[b]示例:[/b]假设子节点的 [member Sprite2D.texture] 已被分配了一个" +"[AtlasTexture]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = get_node_and_resource(\"Area2D/Sprite2D\")\n" +"print(a[0].name) # 打印 Sprite2D\n" +"print(a[1]) # 打印 \n" +"print(a[2]) # 打印 ^\"\"\n" +"\n" +"var b = get_node_and_resource(\"Area2D/Sprite2D:texture:atlas\")\n" +"print(b[0].name) # 打印 Sprite2D\n" +"print(b[1].get_class()) # 打印 AtlasTexture\n" +"print(b[2]) # 打印 ^\"\"\n" +"\n" +"var c = get_node_and_resource(\"Area2D/Sprite2D:texture:atlas:region\")\n" +"print(c[0].name) # 打印 Sprite2D\n" +"print(c[1].get_class()) # 打印 AtlasTexture\n" +"print(c[2]) # 打印 ^\":region\"\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = GetNodeAndResource(NodePath(\"Area2D/Sprite2D\"));\n" +"GD.Print(a[0].Name); // 打印 Sprite2D\n" +"GD.Print(a[1]); // 打印 \n" +"GD.Print(a[2]); // 打印 ^\"\n" +"\n" +"var b = GetNodeAndResource(NodePath(\"Area2D/Sprite2D:texture:atlas\"));\n" +"GD.Print(b[0].name); // 打印 Sprite2D\n" +"GD.Print(b[1].get_class()); // 打印 AtlasTexture\n" +"GD.Print(b[2]); // 打印 ^\"\"\n" +"\n" +"var c = GetNodeAndResource(NodePath(\"Area2D/Sprite2D:texture:atlas:" +"region\"));\n" +"GD.Print(c[0].name); // 打印 Sprite2D\n" +"GD.Print(c[1].get_class()); // 打印 AtlasTexture\n" +"GD.Print(c[2]); // 打印 ^\":region\"\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Fetches a node by [NodePath]. Similar to [method get_node], but does not " +"generate an error if [param path] does not point to a valid node." +msgstr "" +"通过 [NodePath] 获取节点。类似于 [method get_node],但在 [param path] 没有指向" +"有效节点时不会生成错误。" + +msgid "" +"Returns this node's parent node, or [code]null[/code] if the node doesn't " +"have a parent." +msgstr "返回该节点的父节点,如果该节点没有父节点,则返回 [code]null[/code]。" + +msgid "" +"Returns the node's absolute path, relative to the [member SceneTree.root]. If " +"the node is not inside the scene tree, this method fails and returns an empty " +"[NodePath]." +msgstr "" +"返回该节点相对于 [member SceneTree.root] 的绝对路径。如果该节点不在场景树内" +"部,则该方法失败并返回空的 [NodePath]。" + +msgid "" +"Returns the relative [NodePath] from this node to the specified [param node]. " +"Both nodes must be in the same [SceneTree], otherwise this method fails and " +"returns an empty [NodePath].\n" +"If [param use_unique_path] is [code]true[/code], returns the shortest path " +"accounting for this node's unique name (see [member unique_name_in_owner]).\n" +"[b]Note:[/b] If you get a relative path which starts from a unique node, the " +"path may be longer than a normal relative path, due to the addition of the " +"unique node's name." +msgstr "" +"返回从该节点到指定节点 [param node] 的相对 [NodePath]。这两个节点都必须在同一" +"个 [SceneTree] 中,否则该方法将失败并返回一个空的 [NodePath]。\n" +"如果 [param use_unique_path] 为 [code]true[/code],则返回考虑该节点唯一名称的" +"最短路径(请参阅 [member unique_name_in_owner])。\n" +"[b]注意:[/b]如果你获取了从唯一节点开始的相对路径,则由于添加了唯一节点的名" +"称,该路径可能比普通的相对路径长。" + +msgid "" +"Returns the time elapsed (in seconds) since the last physics callback. This " +"value is identical to [method _physics_process]'s [code]delta[/code] " +"parameter, and is often consistent at run-time, unless [member Engine." +"physics_ticks_per_second] is changed. See also [constant " +"NOTIFICATION_PHYSICS_PROCESS]." +msgstr "" +"返回自上次物理回调以来经过的时间(单位为秒)。该值与 [method " +"_physics_process] 的 [code]delta[/code] 参数相同,并且除非 [member Engine." +"physics_ticks_per_second] 被更改,否则这在运行时通常是恒定的。另请参阅 " +"[constant NOTIFICATION_PHYSICS_PROCESS]。" + +msgid "" +"Returns the time elapsed (in seconds) since the last process callback. This " +"value is identical to [method _process]'s [code]delta[/code] parameter, and " +"may vary from frame to frame. See also [constant NOTIFICATION_PROCESS]." +msgstr "" +"返回自上次处理回调以来经过的时间(单位为秒)。该值与 [method _process] 的 " +"[code]delta[/code] 参数相同,并且可能因帧而异。另请参阅 [constant " +"NOTIFICATION_PROCESS]。" + +msgid "" +"Returns [code]true[/code] if this node is an instance load placeholder. See " +"[InstancePlaceholder] and [method set_scene_instance_load_placeholder]." +msgstr "" +"如果该节点是一个实例加载占位符,则返回 [code]true[/code]。见 " +"[InstancePlaceholder] 和 [method set_scene_instance_load_placeholder]。" + +msgid "" +"Returns the [SceneTree] that contains this node. If this node is not inside " +"the tree, generates an error and returns [code]null[/code]. See also [method " +"is_inside_tree]." +msgstr "" +"返回包含该节点的 [SceneTree]。如果该节点不在场景树内,则会生成错误并返回 " +"[code]null[/code]。另见 [method is_inside_tree]。" + msgid "" "Returns the tree as a [String]. Used mainly for debugging purposes. This " "version displays the path relative to the current node, and is good for copy/" @@ -72835,6 +74970,13 @@ msgstr "" " ┖╴Camera2D\n" "[/codeblock]" +msgid "" +"Returns the node's closest [Viewport] ancestor, if the node is inside the " +"tree. Otherwise, returns [code]null[/code]." +msgstr "" +"如果节点位于场景树内部,则返回该节点最近的 [Viewport] 祖先。否则,返回 " +"[code]null[/code]。" + msgid "" "Returns the [Window] that contains this node. If the node is in the main " "window, this is equivalent to getting the root node ([code]get_tree()." @@ -72843,6 +74985,70 @@ msgstr "" "返回包含该节点的 [Window]。如果该节点在主窗口中,则相当于获取根节点" "([code]get_tree().get_root()[/code])。" +msgid "" +"Returns [code]true[/code] if the [param path] points to a valid node. See " +"also [method get_node]." +msgstr "" +"如果 [param path] 指向一个有效节点,则返回 [code]true[/code]。另见 [method " +"get_node]。" + +msgid "" +"Returns [code]true[/code] if [param path] points to a valid node and its " +"subnames point to a valid [Resource], e.g. [code]Area2D/CollisionShape2D:" +"shape[/code]. Properties that are not [Resource] types (such as nodes or " +"other [Variant] types) are not considered. See also [method " +"get_node_and_resource]." +msgstr "" +"如果 [param path] 指向一个有效的节点,并且它的子名称指向一个有效的 " +"[Resource],例如 [code]Area2D/CollisionShape2D:shape[/code],则返回 " +"[code]true[/code]。不考虑非 [Resource] 类型(例如节点或其他 [Variant] 类型)的" +"属性。另见 [method get_node_and_resource]。" + +msgid "" +"Returns [code]true[/code] if the given [param node] is a direct or indirect " +"child of this node." +msgstr "" +"如果给定的 [param node] 是该节点的直接或间接子节点,则返回 [code]true[/code]。" + +msgid "" +"Returns [code]true[/code] if the node is folded (collapsed) in the Scene " +"dock. This method is intended to be used in editor plugins and tools. See " +"also [method set_display_folded]." +msgstr "" +"如果该节点在“场景”面板中被折叠,则返回 [code]true[/code]。该方法旨在用于编辑器" +"插件和工具。另见 [method set_display_folded]。" + +msgid "" +"Returns [code]true[/code] if [param node] has editable children enabled " +"relative to this node. This method is intended to be used in editor plugins " +"and tools. See also [method set_editable_instance]." +msgstr "" +"如果 [param node] 具有相对于该节点启用的可编辑子节点,则返回 [code]true[/" +"code]。该方法旨在用于编辑器插件和工具。另见 [method set_editable_instance]。" + +msgid "" +"Returns [code]true[/code] if the given [param node] occurs later in the scene " +"hierarchy than this node. A node occurring later is usually processed last." +msgstr "" +"如果给定的 [param node] 在场景层次结构中出现得比该节点晚,则返回 [code]true[/" +"code]。晚出现的节点通常晚处理。" + +msgid "" +"Returns [code]true[/code] if this node has been added to the given [param " +"group]. See [method add_to_group] and [method remove_from_group]. See also " +"notes in the description, and the [SceneTree]'s group methods." +msgstr "" +"如果该节点已被添加到给定的 [param group],则返回 [code]true[/code]。请参阅 " +"[method add_to_group] 和 [method remove_from_group]。另请参阅描述中的注释以及 " +"[SceneTree] 的分组方法。" + +msgid "" +"Returns [code]true[/code] if this node is currently inside a [SceneTree]. See " +"also [method get_tree]." +msgstr "" +"如果该节点当前在 [SceneTree] 中,返回 [code]true[/code]。另见 [method " +"get_tree]。" + msgid "" "Returns [code]true[/code] if the local system is the multiplayer authority of " "this node." @@ -72910,12 +75116,157 @@ msgstr "" "如果节点正在处理未被处理的键输入,则返回 [code]true[/code](见 [method " "set_process_unhandled_key_input])。" +msgid "" +"Moves [param child_node] to the given index. A node's index is the order " +"among its siblings. If [param to_index] is negative, the index is counted " +"from the end of the list. See also [method get_child] and [method " +"get_index].\n" +"[b]Note:[/b] The processing order of several engine callbacks ([method " +"_ready], [method _process], etc.) and notifications sent through [method " +"propagate_notification] is affected by tree order. [CanvasItem] nodes are " +"also rendered in tree order. See also [member process_priority]." +msgstr "" +"将 [param child_node] 移动到给定索引。节点的索引是其同级节点之间的顺序。如果 " +"[param to_index] 为负,则索引从列表末尾开始计数。另见 [method get_child] 和 " +"[method get_index]。\n" +"[b]注意:[/b]几个引擎回调([method _ready]、[method _process] 等)和通过 " +"[method propagate_notification] 发送的通知的处理顺序受树顺序的影响。" +"[CanvasItem] 节点也按树顺序渲染。另见[member process_priority]。" + msgid "Similar to [method call_deferred_thread_group], but for notifications." msgstr "类似于 [method call_deferred_thread_group],但针对的是通知。" msgid "Similar to [method call_thread_safe], but for notifications." msgstr "类似于 [method call_thread_safe],但针对的是通知。" +msgid "" +"Prints all orphan nodes (nodes outside the [SceneTree]). Useful for " +"debugging.\n" +"[b]Note:[/b] This method only works in debug builds. Does nothing in a " +"project exported in release mode." +msgstr "" +"输出所有孤立节点([SceneTree] 之外的节点)。利于调试。\n" +"[b]注意:[/b]该方法仅适用于调试构建版本。在以发布模式导出的项目中不执行任何操" +"作。" + +msgid "" +"Prints the node and its children to the console, recursively. The node does " +"not have to be inside the tree. This method outputs [NodePath]s relative to " +"this node, and is good for copy/pasting into [method get_node]. See also " +"[method print_tree_pretty].\n" +"[b]Example output:[/b]\n" +"[codeblock]\n" +".\n" +"Menu\n" +"Menu/Label\n" +"Menu/Camera2D\n" +"SplashScreen\n" +"SplashScreen/Camera2D\n" +"[/codeblock]" +msgstr "" +"将该节点及其子节点打印到标准输出,会进行递归操作。该节点可以不在树中。这个方法" +"输出的是相对于当前节点的路径,适合复制/粘贴到 [method get_node] 函数中。另见 " +"[method print_tree_pretty]。\n" +"[b]示例输出:[/b]\n" +"[codeblock]\n" +".\n" +"Menu\n" +"Menu/Label\n" +"Menu/Camera2D\n" +"SplashScreen\n" +"SplashScreen/Camera2D\n" +"[/codeblock]" + +msgid "" +"Prints the node and its children to the console, recursively. The node does " +"not have to be inside the tree. Similar to [method print_tree], but the " +"graphical representation looks like what is displayed in the editor's Scene " +"dock. It is useful for inspecting larger trees.\n" +"[b]Example output:[/b]\n" +"[codeblock]\n" +" ┖╴TheGame\n" +" ┠╴Menu\n" +" ┃ ┠╴Label\n" +" ┃ ┖╴Camera2D\n" +" ┖╴SplashScreen\n" +" ┖╴Camera2D\n" +"[/codeblock]" +msgstr "" +"递归地将节点及其子节点打印到控制台。节点不必位于场景树中。类似于 [method " +"print_tree],但图形表示看起来像编辑器的场景面板中显示的内容。利于检查较大的" +"树。\n" +"[b]输出示例:[/b]\n" +"[codeblock]\n" +" ┖╴TheGame\n" +" ┠╴Menu\n" +" ┃ ┠╴Label\n" +" ┃ ┖╴Camera2D\n" +" ┖╴SplashScreen\n" +" ┖╴Camera2D\n" +"[/codeblock]" + +msgid "" +"Calls the given [param method] name, passing [param args] as arguments, on " +"this node and all of its children, recursively.\n" +"If [param parent_first] is [code]true[/code], the method is called on this " +"node first, then on all of its children. If [code]false[/code], the " +"children's methods are called first." +msgstr "" +"在该节点上并递归地在其所有子节点上,调用给定的 [param method] 名称,并将 " +"[param args] 作为参数传递。\n" +"如果 [param parent_first] 参数为 [code]true[/code],则该方法将首先在该节点上调" +"用,然后在其所有子节点上调用。如果为 [code]false[/code],则子节点的方法将首先" +"被调用。" + +msgid "" +"Calls [method Object.notification] with [param what] on this node and all of " +"its children, recursively." +msgstr "" +"在该节点上并递归地在其所有子节点上,使用 [param what] 调用 [method Object." +"notification]。" + +msgid "" +"Queues this node to be deleted at the end of the current frame. When deleted, " +"all of its children are deleted as well, and all references to the node and " +"its children become invalid.\n" +"Unlike with [method Object.free], the node is not deleted instantly, and it " +"can still be accessed before deletion. It is also safe to call [method " +"queue_free] multiple times. Use [method Object.is_queued_for_deletion] to " +"check if the node will be deleted at the end of the frame.\n" +"[b]Note:[/b] The node will only be freed after all other deferred calls are " +"finished. Using this method is not always the same as calling [method Object." +"free] through [method Object.call_deferred]." +msgstr "" +"将该节点加入队列以在当前帧末尾删除。被删除时,其所有子节点也将被删除,并且对该" +"节点及其子节点的所有引用都将变得无效。\n" +"与 [method Object.free] 不同,该节点不会被立即删除,并且它在被删除前仍然可以访" +"问。多次调用 [method queue_free] 也是安全的。使用 [method Object." +"is_queued_for_deletion] 检查节点是否会在该帧末尾删除。\n" +"[b]注意:[/b]该节点只会在所有其他已延迟的调用完成后释放。使用该方法并不总会和" +"通过 [method Object.call_deferred] 调用 [method Object.free] 相同。" + +msgid "" +"Removes a child [param node]. The [param node], along with its children, are " +"[b]not[/b] deleted. To delete a node, see [method queue_free].\n" +"[b]Note:[/b] When this node is inside the tree, this method sets the [member " +"owner] of the removed [param node] (or its descendants) to [code]null[/code], " +"if their [member owner] is no longer an ancestor (see [method " +"is_ancestor_of])." +msgstr "" +"移除一个子 [param node]。该 [param node] 及其子节点[b]不会[/b]被删除。要删除节" +"点,见 [method queue_free]。\n" +"[b]注意:[/b]当该节点位于场景树中时,如果被移除的 [param node](或其后代)的 " +"[member owner] 不再是祖先(参见 [method is_ancestor_of]),则该方法将它们的 " +"[member owner] 设置为 [code]null[/code]。" + +msgid "" +"Removes the node from the given [param group]. Does nothing if the node is " +"not in the [param group]. See also notes in the description, and the " +"[SceneTree]'s group methods." +msgstr "" +"从给定的 [param group] 中移除该节点。如果该节点不在 [param group] 中,则不执行" +"任何操作。另请参阅描述中的注释以及 [SceneTree] 的分组方法。" + msgid "" "Changes the parent of this [Node] to the [param new_parent]. The node needs " "to already have a parent.\n" @@ -72928,13 +75279,277 @@ msgstr "" "点的全局变换。[Node2D]、[Node3D]、[Control] 支持这个参数(但 [Control] 只会保" "留位置)。" +msgid "" +"Replaces this node by the given [param node]. All children of this node are " +"moved to [param node].\n" +"If [param keep_groups] is [code]true[/code], the [param node] is added to the " +"same groups that the replaced node is in (see [method add_to_group]).\n" +"[b]Warning:[/b] The replaced node is removed from the tree, but it is [b]not[/" +"b] deleted. To prevent memory leaks, store a reference to the node in a " +"variable, or use [method Object.free]." +msgstr "" +"将该节点替换为给定的 [param node]。该节点的所有子节点都会被移动到 [param " +"node]。\n" +"如果 [param keep_groups] 为 [code]true[/code],则 [param node] 将被添加到被替" +"换节点所在的相同分组中(请参阅 [method add_to_group])。\n" +"[b]警告:[/b]被替换的节点已从树中移除,但[b]未[/b]被删除。为了防止内存泄漏,请" +"将该节点的引用存储在变量中,或使用 [method Object.free]。" + +msgid "" +"Requests [method _ready] to be called again the next time the node enters the " +"tree. Does [b]not[/b] immediately call [method _ready].\n" +"[b]Note:[/b] This method only affects the current node. If the node's " +"children also need to request ready, this method needs to be called for each " +"one of them. When the node and its children enter the tree again, the order " +"of [method _ready] callbacks will be the same as normal." +msgstr "" +"请求在该节点下次进入树时再次调用 [method _ready]。[b]不[/b]会立即调用 [method " +"_ready]。\n" +"[b]注意:[/b]该方法只影响当前节点。如果该节点的子节点也需要请求就绪,则需要为" +"每个子节点调用该方法。当节点及其子节点再次进入树时,[method _ready] 回调的顺序" +"将与正常情况相同。" + +msgid "" +"Sends a remote procedure call request for the given [param method] to peers " +"on the network (and locally), sending additional arguments to the method " +"called by the RPC. The call request will only be received by nodes with the " +"same [NodePath], including the exact same [member name]. Behavior depends on " +"the RPC configuration for the given [param method] (see [method rpc_config] " +"and [annotation @GDScript.@rpc]). By default, methods are not exposed to " +"RPCs.\n" +"May return [constant OK] if the call is successful, [constant " +"ERR_INVALID_PARAMETER] if the arguments passed in the [param method] do not " +"match, [constant ERR_UNCONFIGURED] if the node's [member multiplayer] cannot " +"be fetched (such as when the node is not inside the tree), [constant " +"ERR_CONNECTION_ERROR] if [member multiplayer]'s connection is not available.\n" +"[b]Note:[/b] You can only safely use RPCs on clients after you received the " +"[signal MultiplayerAPI.connected_to_server] signal from the [MultiplayerAPI]. " +"You also need to keep track of the connection state, either by the " +"[MultiplayerAPI] signals like [signal MultiplayerAPI.server_disconnected] or " +"by checking ([code]get_multiplayer().peer.get_connection_status() == " +"CONNECTION_CONNECTED[/code])." +msgstr "" +"将给定 [param method] 的远程过程调用请求发送到网络(和本地)上的对等体,并将额" +"外参数发送给 RPC 调用的方法。该调用请求只会被具有相同 [NodePath] 的节点接收," +"该节点包括完全相同的 [member name]。行为取决于给定 [param method] 的 RPC 配置" +"(请参阅 [method rpc_config] 和 [annotation @GDScript.@rpc])。默认情况下,方" +"法不会暴露给 RPC。\n" +"如果调用成功,则返回 [constant OK];如果 [param method] 中传递的参数不匹配,则" +"返回 [constant ERR_INVALID_PARAMETER];如果无法获取节点的 [member multiplayer]" +"(例如当该节点不在树中),则返回 [constant ERR_UNCONFIGURED];如果 [member " +"multiplayer] 的连接不可用,则返回 [constant ERR_CONNECTION_ERROR]。\n" +"[b]注意:[/b]只有在收到来自 [MultiplayerAPI] 的 [signal MultiplayerAPI." +"connected_to_server] 信号后,才能在客户端上安全地使用 RPC。还需要跟踪连接状" +"态,可通过 [MultiplayerAPI] 信号(如 [signal MultiplayerAPI." +"server_disconnected])或通过检查([code]get_multiplayer().peer." +"get_connection_status() == CONNECTION_CONNECTED[/code])来跟踪。" + +msgid "" +"Changes the RPC configuration for the given [param method]. [param config] " +"should either be [code]null[/code] to disable the feature (as by default), or " +"a [Dictionary] containing the following entries:\n" +"- [code]rpc_mode[/code]: see [enum MultiplayerAPI.RPCMode];\n" +"- [code]transfer_mode[/code]: see [enum MultiplayerPeer.TransferMode];\n" +"- [code]call_local[/code]: if [code]true[/code], the method will also be " +"called locally;\n" +"- [code]channel[/code]: an [int] representing the channel to send the RPC " +"on.\n" +"[b]Note:[/b] In GDScript, this method corresponds to the [annotation " +"@GDScript.@rpc] annotation, with various parameters passed ([code]@rpc(any)[/" +"code], [code]@rpc(authority)[/code]...). See also the [url=$DOCS_URL/" +"tutorials/networking/high_level_multiplayer.html]high-level multiplayer[/url] " +"tutorial." +msgstr "" +"更改给定 [param method] 的 RPC 配置。[param config] 应该是 [code]null[/code] " +"以禁用该功能(默认情况下),或者是包含以下条目的 [Dictionary]:\n" +"- [code]rpc_mode[/code]:见 [enum MultiplayerAPI.RPCMode];\n" +"- [code]transfer_mode[/code]:见 [enum MultiplayerPeer.TransferMode];\n" +"- [code]call_local[/code]:如果为 [code]true[/code],该方法也将会在本地调" +"用;\n" +"- [code]channel[/code]:一个 [int] 表示启用了发送 RPC 的通道。\n" +"[b]注意:[/b]在 GDScript 中,该方法对应 [annotation @GDScript.@rpc] 注解,并传" +"递各种参数([code]@rpc(any)[/code]、[code]@rpc(authority)[/code]……)。 另请参" +"阅 [url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]高级多人游" +"戏[/url] 教程。" + +msgid "" +"Sends a [method rpc] to a specific peer identified by [param peer_id] (see " +"[method MultiplayerPeer.set_target_peer]).\n" +"May return [constant OK] if the call is successful, [constant " +"ERR_INVALID_PARAMETER] if the arguments passed in the [param method] do not " +"match, [constant ERR_UNCONFIGURED] if the node's [member multiplayer] cannot " +"be fetched (such as when the node is not inside the tree), [constant " +"ERR_CONNECTION_ERROR] if [member multiplayer]'s connection is not available." +msgstr "" +"将 [method rpc] 发送到由 [param peer_id] 标识的特定对等体(请参阅 [method " +"MultiplayerPeer.set_target_peer])。\n" +"如果调用成功,则返回 [constant OK];如果 [param method] 中传递的参数不匹配,则" +"返回 [constant ERR_INVALID_PARAMETER];如果无法获取节点的 [member multiplayer]" +"(例如当节点不在场景树中),则返回 [constant ERR_UNCONFIGURED];如果 [member " +"multiplayer] 的连接不可用,则返回 [constant ERR_CONNECTION_ERROR]。" + msgid "" "Similar to [method call_deferred_thread_group], but for setting properties." msgstr "类似于 [method call_deferred_thread_group],但针对的是设置属性。" +msgid "" +"If set to [code]true[/code], the node appears folded in the Scene dock. As a " +"result, all of its children are hidden. This method is intended to be used in " +"editor plugins and tools, but it also works in release builds. See also " +"[method is_displayed_folded]." +msgstr "" +"如果设置为 [code]true[/code],则节点将在场景面板中显示为被折叠。结果,它的所有" +"子节点都被隐藏了。该方法旨在用于编辑器插件和工具脚本,但它也适用于发布构建版" +"本。另请参阅 [method is_displayed_folded]。" + +msgid "" +"Set to [code]true[/code] to allow all nodes owned by [param node] to be " +"available, and editable, in the Scene dock, even if their [member owner] is " +"not the scene root. This method is intended to be used in editor plugins and " +"tools, but it also works in release builds. See also [method " +"is_editable_instance]." +msgstr "" +"设置为 [code]true[/code] 以允许 [param node] 拥有的所有节点在场景面板中可用且" +"可编辑,即使它们的 [member owner] 不是场景根。该方法旨在用于编辑器插件和工具脚" +"本,但它也适用于发布构建版本。另见 [method is_editable_instance]。" + +msgid "" +"Sets the node's multiplayer authority to the peer with the given peer [param " +"id]. The multiplayer authority is the peer that has authority over the node " +"on the network. Defaults to peer ID 1 (the server). Useful in conjunction " +"with [method rpc_config] and the [MultiplayerAPI].\n" +"If [param recursive] is [code]true[/code], the given peer is recursively set " +"as the authority for all children of this node.\n" +"[b]Warning:[/b] This does [b]not[/b] automatically replicate the new " +"authority to other peers. It is the developer's responsibility to do so. You " +"may replicate the new authority's information using [member " +"MultiplayerSpawner.spawn_function], an RPC, or a [MultiplayerSynchronizer]. " +"Furthermore, the parent's authority does [b]not[/b] propagate to newly added " +"children." +msgstr "" +"将该节点的多人游戏控制方设置为具有给定对等体 [param id] 的对等体。多人游戏控制" +"方是对网络上的节点具有控制权限的对等体。默认为对等体 ID 1(服务器)。利于与 " +"[method rpc_config] 和 [MultiplayerAPI] 结合使用。\n" +"如果 [param recursive] 为 [code]true[/code],则该节点的所有子节点将递归地将给" +"定的对等体设置为控制方。\n" +"[b]警告:[/b]这[b]不会[/b]自动将新的控制方复制给其他对等体。是否这样做由开发者" +"负责。可以使用 [member MultiplayerSpawner.spawn_function]、RPC、或 " +"[MultiplayerSynchronizer] 复制新控制方的信息。此外,父节点的控制方[b]不会[/b]" +"传播给新添加的子节点。" + +msgid "" +"If set to [code]true[/code], enables physics (fixed framerate) processing. " +"When a node is being processed, it will receive a [constant " +"NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." +"physics_ticks_per_second] to change) interval (and the [method " +"_physics_process] callback will be called if exists). Enabled automatically " +"if [method _physics_process] is overridden." +msgstr "" +"如果设置为 [code]true[/code],则启用物理(固定帧率)处理。当一个节点正在被处理" +"时,它将以固定的(通常是 60 FPS,请参阅 [member Engine." +"physics_ticks_per_second] 以更改)时间间隔,接收一个 [constant " +"NOTIFICATION_PHYSICS_PROCESS](如果存在 [method _physics_process] 回调,该回调" +"将被调用)。如果 [method _physics_process] 被重写,则会自动启用该属性。" + +msgid "" +"If set to [code]true[/code], enables internal physics for this node. Internal " +"physics processing happens in isolation from the normal [method " +"_physics_process] calls and is used by some nodes internally to guarantee " +"proper functioning even if the node is paused or physics processing is " +"disabled for scripting ([method set_physics_process]).\n" +"[b]Warning:[/b] Built-in nodes rely on internal processing for their internal " +"logic. Disabling it is unsafe and may lead to unexpected behavior. Use this " +"method if you know what you are doing." +msgstr "" +"如果设置为 [code]true[/code],则启用该节点的内部物理。内部物理处理独立于正常" +"的 [method _physics_process] 调用而发生,并且由某些节点内部使用以确保正常工" +"作,即使节点暂停或物理处理因脚本而禁用([method set_physics_process])也是如" +"此。\n" +"[b]警告:[/b]内置节点依靠内部处理来实现其内部逻辑。禁用它是不安全的,并且可能" +"会导致意外行为。请在你知道自己正在做什么时使用该方法。" + +msgid "" +"If set to [code]true[/code], enables processing. When a node is being " +"processed, it will receive a [constant NOTIFICATION_PROCESS] on every drawn " +"frame (and the [method _process] callback will be called if exists). Enabled " +"automatically if [method _process] is overridden." +msgstr "" +"如果设置为 [code]true[/code],则启用帧处理。当一个节点正在被处理时,它将在每个" +"绘制的帧上收到一个 [constant NOTIFICATION_PROCESS](如果存在 [method " +"_process] 回调,该回调将被调用)。如果 [method _process] 被重写,则会自动启用" +"该属性。" + +msgid "" +"If set to [code]true[/code], enables input processing. This is not required " +"for GUI controls! Enabled automatically if [method _input] is overridden." +msgstr "" +"如果设置为 [code]true[/code],则启用输入处理。它对于 GUI 控件来说不是必需的!" +"如果 [method _input] 被重写,则会自动启用该属性。" + +msgid "" +"If set to [code]true[/code], enables internal processing for this node. " +"Internal processing happens in isolation from the normal [method _process] " +"calls and is used by some nodes internally to guarantee proper functioning " +"even if the node is paused or processing is disabled for scripting ([method " +"set_process]).\n" +"[b]Warning:[/b] Built-in nodes rely on internal processing for their internal " +"logic. Disabling it is unsafe and may lead to unexpected behavior. Use this " +"method if you know what you are doing." +msgstr "" +"如果设置为 [code]true[/code],则启用该节点的内部处理。内部处理独立于正常的 " +"[method _process] 调用而发生,并且由某些节点在内部使用以保证正常运行,即使节点" +"已暂停或处理因脚本而禁用([method set_process])也是如此。\n" +"[b]警告:[/b]内置节点依靠内部处理来实现其内部逻辑。禁用它是不安全的,并且可能" +"会导致意外行为。请在你知道自己正在做什么时使用该方法。" + +msgid "" +"If set to [code]true[/code], enables shortcut processing for this node. " +"Enabled automatically if [method _shortcut_input] is overridden." +msgstr "" +"如果设置为 [code]true[/code],则启用该节点的快捷键处理。如果 [method " +"_shortcut_input] 被重写,则会自动启用该属性。" + +msgid "" +"If set to [code]true[/code], enables unhandled input processing. This is not " +"required for GUI controls! It enables the node to receive all input that was " +"not previously handled (usually by a [Control]). Enabled automatically if " +"[method _unhandled_input] is overridden." +msgstr "" +"如果设置为 [code]true[/code],则启用未处理的输入处理。这对 GUI 控件来说是不需" +"要的!它使节点能够接收所有以前没有处理的输入(通常是由 [Control] 处理的)。如" +"果 [method _unhandled_input] 被重写,则会自动启用该属性。" + +msgid "" +"If set to [code]true[/code], enables unhandled key input processing. Enabled " +"automatically if [method _unhandled_key_input] is overridden." +msgstr "" +"如果设置为 [code]true[/code],则启用未处理的按键输入处理。如果 [method " +"_unhandled_key_input] 被重写,则会自动启用该属性。" + +msgid "" +"If set to [code]true[/code], the node becomes a [InstancePlaceholder] when " +"packed and instantiated from a [PackedScene]. See also [method " +"get_scene_instance_load_placeholder]." +msgstr "" +"如果设置为 [code]true[/code],则当从 [PackedScene] 打包和实例化时,节点将变为 " +"[InstancePlaceholder]。另见 [method get_scene_instance_load_placeholder]。" + msgid "Similar to [method call_thread_safe], but for setting properties." msgstr "类似于 [method call_thread_safe],但用于设置属性。" +msgid "" +"Refreshes the warnings displayed for this node in the Scene dock. Use [method " +"_get_configuration_warnings] to customize the warning messages to display." +msgstr "" +"刷新场景面板中为该节点显示的警告。使用 [method _get_configuration_warnings] 自" +"定义要显示的警告消息。" + +msgid "" +"An optional description to the node. It will be displayed as a tooltip when " +"hovering over the node in the editor's Scene dock." +msgstr "" +"节点的可选描述。当将悬停在编辑器场景面板中的节点上时,它将显示为工具提示。" + msgid "" "The [MultiplayerAPI] instance associated with this node. See [method " "SceneTree.get_multiplayer].\n" @@ -72946,6 +75561,46 @@ msgstr "" "[b]注意:[/b]将节点重命名或者在树中移动都不会将 [MultiplayerAPI] 移动至新的路" "径,你需要手动进行更新。" +msgid "" +"The name of the node. This name must be unique among the siblings (other " +"child nodes from the same parent). When set to an existing sibling's name, " +"the node is automatically renamed.\n" +"[b]Note:[/b] When changing the name, the following characters will be " +"removed: ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] " +"[code]\"[/code] [code]%[/code]). In particular, the [code]@[/code] character " +"is reserved for auto-generated names. See also [method String." +"validate_node_name]." +msgstr "" +"该节点的名称。该名称在同级节点(来自同一父节点的其他子节点)中必须是唯一的。当" +"设置为已有同级节点的名称时,该节点将会自动重命名。\n" +"[b]注意:[/b]更改名称时,以下字符将被移除:([code].[/code] [code]:[/code] " +"[code]@[/code] [code]/[/code] [code]\"[/code] [code]%[/code])。特别是," +"[code]@[/code] 字符是为自动生成的名称保留的。另请参阅 [method String." +"validate_node_name]。" + +msgid "" +"The owner of this node. The owner must be an ancestor of this node. When " +"packing the owner node in a [PackedScene], all the nodes it owns are also " +"saved with it. \n" +"[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not " +"displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, " +"remember to set the owner after calling [method add_child]. See also (see " +"[member unique_name_in_owner])" +msgstr "" +"该节点的所有者。所有者必须是该节点的祖先节点。当将所有者节点打包到 " +"[PackedScene] 中时,它拥有的所有节点也会随之保存。\n" +"[b]注意:[/b]在编辑器中,不属于场景根的节点通常不会显示在场景面板中,并且[b]不" +"[/b]会被保存。为了防止这种情况,请记住在调用 [method add_child] 后设置所有者。" +"另见(参见 [member unique_name_in_owner])" + +msgid "" +"The node's processing behavior (see [enum ProcessMode]). To check if the node " +"is able to process, with the current mode and [member SceneTree.paused], use " +"[method can_process]." +msgstr "" +"该节点的处理行为(请参阅 [enum ProcessMode])。要检查该节点是否能够在当前模式" +"和 [member SceneTree.paused] 下进行处理,请使用 [method can_process]。" + msgid "" "Similar to [member process_priority] but for [constant " "NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal " @@ -72954,6 +75609,15 @@ msgstr "" "与 [member process_priority] 类似,但是作用于 [constant " "NOTIFICATION_PHYSICS_PROCESS]、[method _physics_process] 以及内部版本。" +msgid "" +"The node's execution order of the process callbacks ([method _process], " +"[method _physics_process], and internal processing). Nodes whose priority " +"value is [i]lower[/i] call their process callbacks first, regardless of tree " +"order." +msgstr "" +"处理回调([method _process]、[method _physics_process]、和内部处理)的节点执行" +"顺序。无论树顺序如何,优先级值[i]较低[/i]的节点将先调用其处理回调。" + msgid "" "Set the process thread group for this node (basically, whether it receives " "[constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], " @@ -73016,11 +75680,67 @@ msgstr "" "call_deferred_thread_group]),以及是否需要在常规处理和物理处理回调中接收消" "息。" +msgid "" +"The original scene's file path, if the node has been instantiated from a " +"[PackedScene] file. Only scene root nodes contains this." +msgstr "" +"原始场景的文件路径(如果节点已从 [PackedScene] 文件完成实例化)。只有场景根节" +"点包含该文件路径。" + +msgid "" +"If [code]true[/code], the node can be accessed from any node sharing the same " +"[member owner] or from the [member owner] itself, with special [code]%Name[/" +"code] syntax in [method get_node].\n" +"[b]Note:[/b] If another node with the same [member owner] shares the same " +"[member name] as this node, the other node will no longer be accessible as " +"unique." +msgstr "" +"如果为 [code]true[/code],则可以从共享相同 [member owner] 的任意节点或从 " +"[member owner] 本身访问该节点,并可在 [method get_node] 中使用特殊的 " +"[code]%Name[/code] 语法。\n" +"[b]注意:[/b]如果具有相同 [member owner] 的另一个节点与该节点共享相同的 " +"[member name],则另一个节点将不可再作为唯一节点名称进行访问。" + +msgid "" +"Emitted when the child [param node] enters the [SceneTree], usually because " +"this node entered the tree (see [signal tree_entered]), or [method add_child] " +"has been called.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." +msgstr "" +"当子节点 [param node] 进入 [SceneTree] 时触发,通常是因为该节点进入了树(参见 " +"[signal tree_entered]),或者 [method add_child] 已被调用。\n" +"该信号在子节点自己的 [constant NOTIFICATION_ENTER_TREE] 和 [signal " +"tree_entered] [i]之后[/i]触发。" + +msgid "" +"Emitted when the child [param node] is about to exit the [SceneTree], usually " +"because this node is exiting the tree (see [signal tree_exiting]), or because " +"the child [param node] is being removed or freed.\n" +"When this signal is received, the child [param node] is still accessible " +"inside the tree. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." +msgstr "" +"当子节点 [param node] 即将退出 [SceneTree] 时发出,通常是因为该节点正在退出树" +"(请参阅 [signal tree_exiting]),或者因为子节点 [param node] 正在被移除或释" +"放。\n" +"当收到该信号时,子节点 [param node] 仍然可以在树内访问。该信号在子节点自己的 " +"[signal tree_exiting] 和 [constant NOTIFICATION_EXIT_TREE] [i]之后[/i]触发。" + msgid "" "Emitted when the list of children is changed. This happens when child nodes " "are added, moved or removed." msgstr "子节点列表发生改变时发出。发生在添加、移动、移除子节点时。" +msgid "" +"Emitted when the node is considered ready, after [method _ready] is called." +msgstr "在 [method _ready] 被调用后,当节点被视为就绪时发出。" + +msgid "" +"Emitted when the node's [member name] is changed, if the node is inside the " +"tree." +msgstr "节点位于场景树中,在节点的 [member name] 更改时发出。" + msgid "" "Emitted when this node is being replaced by the [param node], see [method " "replace_by].\n" @@ -73040,6 +75760,44 @@ msgstr "" "当该节点进入树时触发。\n" "这个信号会在相关的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之后[/i]触发。" +msgid "" +"Emitted after the node exits the tree and is no longer active.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." +msgstr "" +"节点退出树并且不再活动后发出。\n" +"该信号会在相关的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之后[/i]发出。" + +msgid "" +"Emitted when the node is just about to exit the tree. The node is still " +"valid. As such, this is the right place for de-initialization (or a " +"\"destructor\", if you will).\n" +"This signal is emitted [i]after[/i] the node's [method _exit_tree], and " +"[i]before[/i] the related [constant NOTIFICATION_EXIT_TREE]." +msgstr "" +"当节点即将退出树时发出。节点仍然有效。因此,这是反初始化(如果愿意,也可以称之" +"为“析构函数”)的正确位置。\n" +"该信号会在节点的 [method _exit_tree] [i]之后[/i]和相关的 [constant " +"NOTIFICATION_EXIT_TREE] [i]之前[/i]发出。" + +msgid "" +"Notification received when the node enters a [SceneTree]. See [method " +"_enter_tree].\n" +"This notification is received [i]before[/i] the related [signal tree_entered] " +"signal." +msgstr "" +"当节点进入 [SceneTree] 时收到的通知。请参阅 [method _enter_tree]。\n" +"该通知会在相关 [signal tree_entered] 信号[i]之前[/i]收到。" + +msgid "" +"Notification received when the node is about to exit a [SceneTree]. See " +"[method _exit_tree].\n" +"This notification is received [i]after[/i] the related [signal tree_exiting] " +"signal." +msgstr "" +"当节点即将退出 [SceneTree] 时收到的通知。请参阅 [method _exit_tree]。\n" +"该通知会在相关的 [signal tree_exiting] 信号[i]之后[/i]收到。" + msgid "" "[i]Deprecated.[/i] This notification is no longer emitted. Use [constant " "NOTIFICATION_CHILD_ORDER_CHANGED] instead." @@ -73050,6 +75808,53 @@ msgstr "" msgid "Notification received when the node is ready. See [method _ready]." msgstr "当该节点就绪时接收到通知。见 [method _ready]。" +msgid "" +"Notification received when the node is paused. See [member process_mode]." +msgstr "当节点暂停时收到的通知。请参阅 [member process_mode]。" + +msgid "" +"Notification received when the node is unpaused. See [member process_mode]." +msgstr "当节点取消暂停时收到的通知。请参阅 [member process_mode]。" + +msgid "" +"Notification received from the tree every physics frame when [method " +"is_physics_processing] returns [code]true[/code]. See [method " +"_physics_process]." +msgstr "" +"当 [method is_physics_processing] 返回 [code]true[/code] 时,每个物理帧都会从" +"场景树收到的通知。请参阅 [method _physics_process]。" + +msgid "" +"Notification received from the tree every rendered frame when [method " +"is_processing] returns [code]true[/code]. See [method _process]." +msgstr "" +"当 [method is_processing] 返回 [code]true[/code] 时,每个渲染帧从场景树收到的" +"通知。请参阅 [method _process]。" + +msgid "" +"Notification received when the node is set as a child of another node (see " +"[method add_child] and [method add_sibling]).\n" +"[b]Note:[/b] This does [i]not[/i] mean that the node entered the [SceneTree]." +msgstr "" +"当节点被设置为另一个节点的子节点时收到的通知(请参阅 [method add_child] 和 " +"[method add_sibling])。\n" +"[b]注意:[/b]这并[i]不[/i]意味着该节点进入了 [SceneTree]。" + +msgid "" +"Notification received when the parent node calls [method remove_child] on " +"this node.\n" +"[b]Note:[/b] This does [i]not[/i] mean that the node exited the [SceneTree]." +msgstr "" +"当父节点在该节点上调用 [method remove_child] 时收到的通知。\n" +"[b]注意:[/b]这并[i]不[/i]意味着该节点退出了 [SceneTree]。" + +msgid "" +"Notification received [i]only[/i] by the newly instantiated scene root node, " +"when [method PackedScene.instantiate] is completed." +msgstr "" +"当 [method PackedScene.instantiate] 完成时,[i]仅[/i]被新实例化的场景根节点收" +"到的通知。" + msgid "" "Notification received when a drag operation begins. All nodes receive this " "notification, not only the dragged one.\n" @@ -73069,12 +75874,42 @@ msgstr "" "当拖拽操作结束时收到的通知。\n" "请使用 [method Viewport.gui_is_drag_successful] 检查拖放是否成功。" +msgid "" +"Notification received when the node's [member name] or one of its " +"ancestors' [member name] is changed. This notification is [i]not[/i] received " +"when the node is removed from the [SceneTree]." +msgstr "" +"当该节点的 [member name] 或其祖先节点之一的 [member name] 更改时收到的通知。当" +"节点从 [SceneTree] 中移除时,[i]不会[/i]收到该通知。" + msgid "" "Notification received when the list of children is changed. This happens when " "child nodes are added, moved or removed." msgstr "" "子节点列表发生更改时收到的通知。子节点发生添加、移动、删除时列表会发生更改。" +msgid "" +"Notification received from the tree every rendered frame when [method " +"is_processing_internal] returns [code]true[/code]." +msgstr "" +"当 [method is_processing_internal] 返回 [code]true[/code] 时,每个渲染帧都会从" +"树中收到的通知。" + +msgid "" +"Notification received from the tree every physics frame when [method " +"is_physics_processing_internal] returns [code]true[/code]." +msgstr "" +"当 [method is_physics_processing_internal] 返回 [code]true[/code] 时,每个物理" +"帧都会从树中收到的通知。" + +msgid "" +"Notification received when the node enters the tree, just before [constant " +"NOTIFICATION_READY] may be received. Unlike the latter, it is sent every time " +"the node enters tree, not just once." +msgstr "" +"当该节点进入树时,刚好在可能收到 [constant NOTIFICATION_READY] 之前,收到的通" +"知。与后者不同的是,它在节点每次进入树时都会发送,而不是只发送一次。" + msgid "" "Notification received when the node is disabled. See [constant " "PROCESS_MODE_DISABLED]." @@ -73117,6 +75952,34 @@ msgstr "" "鼠标离开窗口时收到的通知。\n" "为内嵌窗口实现,并在桌面和 Web 平台上实现。" +msgid "" +"Notification received from the OS when the node's [Window] ancestor is " +"focused. This may be a change of focus between two windows of the same engine " +"instance, or from the OS desktop or a third-party application to a window of " +"the game (in which case [constant NOTIFICATION_APPLICATION_FOCUS_IN] is also " +"received).\n" +"A [Window] node receives this notification when it is focused." +msgstr "" +"当节点的 [Window] 祖先获得焦点时从操作系统收到的通知。这可能是同一引擎实例的两" +"个窗口之间的焦点变化,也可能是从操作系统桌面或第三方应用程序切换到游戏的某个窗" +"口的焦点变化(在这种情况下,还会收到 [constant " +"NOTIFICATION_APPLICATION_FOCUS_IN])。\n" +"[Window] 节点会在获得焦点时收到该通知。" + +msgid "" +"Notification received from the OS when the node's [Window] ancestor is " +"defocused. This may be a change of focus between two windows of the same " +"engine instance, or from a window of the game to the OS desktop or a third-" +"party application (in which case [constant " +"NOTIFICATION_APPLICATION_FOCUS_OUT] is also received).\n" +"A [Window] node receives this notification when it is defocused." +msgstr "" +"当节点的 [Window] 祖先失去焦点时从操作系统收到的通知。这可能是同一引擎实例的两" +"个窗口之间的焦点变化,也可能是从游戏的某一窗口切换到操作系统桌面或第三方应用程" +"序的焦点变化(在这种情况下,还会收到 [constant " +"NOTIFICATION_APPLICATION_FOCUS_OUT])。\n" +"[Window] 节点会在失去焦点时收到该通知。" + msgid "" "Notification received from the OS when a close request is sent (e.g. closing " "the window with a \"Close\" button or [kbd]Alt + F4[/kbd]).\n" @@ -73126,6 +75989,31 @@ msgstr "" "F4[/kbd] 关闭窗口时)。\n" "在桌面平台上实现。" +msgid "" +"Notification received from the OS when a go back request is sent (e.g. " +"pressing the \"Back\" button on Android).\n" +"Implemented only on iOS." +msgstr "" +"当一个返回请求发出时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按" +"钮)。\n" +"仅在 iOS 上实现。" + +msgid "" +"Notification received when the window is resized.\n" +"[b]Note:[/b] Only the resized [Window] node receives this notification, and " +"it's not propagated to the child nodes." +msgstr "" +"当窗口大小被调整时收到的通知。\n" +"[b]注意:[/b]只有调整大小的 [Window] 节点才会收到该通知,并且不会传播到子节" +"点。" + +msgid "" +"Notification received from the OS when the screen's dots per inch (DPI) scale " +"is changed. Only implemented on macOS." +msgstr "" +"当屏幕的每英寸点数(DPI)比例发生更改时,从操作系统收到的通知。仅在 macOS 上实" +"现。" + msgid "" "Notification received when the mouse cursor enters the [Viewport]'s visible " "area, that is not occluded behind other [Control]s or [Window]s, provided its " @@ -73146,6 +76034,112 @@ msgstr "" "[Control] 和 [Window] 遮挡的区域,并且需要 [member Viewport." "gui_disable_input] 为 [code]false[/code],与当前是否持有焦点无关。" +msgid "" +"Notification received from the OS when the application is exceeding its " +"allocated memory.\n" +"Implemented only on iOS." +msgstr "" +"当应用程序超过其分配的内存时,从操作系统收到的通知。\n" +"仅在 iOS 上被实现。" + +msgid "" +"Notification received from the OS when a request for \"About\" information is " +"sent.\n" +"Implemented only on macOS." +msgstr "" +"当发出“关于”信息请求时,从操作系统收到的通知。\n" +"仅在 macOS 上被实现。" + +msgid "" +"Notification received from Godot's crash handler when the engine is about to " +"crash.\n" +"Implemented on desktop platforms, if the crash handler is enabled." +msgstr "" +"当引擎即将崩溃时,从Godot的崩溃处理程序收到的通知。\n" +"如果崩溃处理程序被启用,则在桌面平台上被实现。" + +msgid "" +"Notification received from the OS when an update of the Input Method Engine " +"occurs (e.g. change of IME cursor position or composition string).\n" +"Implemented only on macOS." +msgstr "" +"当输入法引擎发生更新时,从操作系统收到的通知(例如,IME 光标位置或组成字符串的" +"变化)。\n" +"仅在 macOS 上被实现。" + +msgid "" +"Notification received from the OS when the application is resumed.\n" +"Implemented only on Android." +msgstr "" +"当应用程序恢复时,从操作系统收到的通知。\n" +"仅在 Android 上被实现。" + +msgid "" +"Notification received from the OS when the application is paused.\n" +"Implemented only on Android." +msgstr "" +"当应用程序暂停时,从操作系统收到的通知。\n" +"仅在 Android 上被实现。" + +msgid "" +"Notification received from the OS when the application is focused, i.e. when " +"changing the focus from the OS desktop or a third-party application to any " +"open window of the Godot instance.\n" +"Implemented on desktop platforms." +msgstr "" +"当应用程序获得焦点时从操作系统收到的通知,即焦点将从操作系统桌面或第三方应用程" +"序更改为 Godot 实例的任何一个打开窗口时。\n" +"在桌面平台上被实现。" + +msgid "" +"Notification received from the OS when the application is defocused, i.e. " +"when changing the focus from any open window of the Godot instance to the OS " +"desktop or a third-party application.\n" +"Implemented on desktop platforms." +msgstr "" +"当应用程序失去焦点时从操作系统收到通知,即焦点将从 Godot 实例的任何一个打开窗" +"口,更改为操作系统桌面或第三方应用程序时。\n" +"在桌面平台上被实现。" + +msgid "Notification received when the [TextServer] is changed." +msgstr "[TextServer] 被更改时收到的通知。" + +msgid "" +"Inherits [member process_mode] from the node's parent. For the root node, it " +"is equivalent to [constant PROCESS_MODE_PAUSABLE]. This is the default for " +"any newly created node." +msgstr "" +"从该节点的父节点继承 [member process_mode]。对于根节点来说,这相当于 " +"[constant PROCESS_MODE_PAUSABLE]。这是任何新创建的节点的默认设置。" + +msgid "" +"Stops processing when [member SceneTree.paused] is [code]true[/code]. This is " +"the inverse of [constant PROCESS_MODE_WHEN_PAUSED]." +msgstr "" +"当 [member SceneTree.paused] 为 [code]true[/code] 时停止处理。与 [constant " +"PROCESS_MODE_WHEN_PAUSED] 相反。" + +msgid "" +"Process [b]only[/b] when [member SceneTree.paused] is [code]true[/code]. This " +"is the inverse of [constant PROCESS_MODE_PAUSABLE]." +msgstr "" +"[b]仅[/b]当 [member SceneTree.paused] 为 [code]true[/code] 时处理。与 " +"[constant PROCESS_MODE_PAUSABLE] 相反。" + +msgid "" +"Always process. Keeps processing, ignoring [member SceneTree.paused]. This is " +"the inverse of [constant PROCESS_MODE_DISABLED]." +msgstr "" +"始终处理。继续处理,忽略 [member SceneTree.paused]。与 [constant " +"PROCESS_MODE_DISABLED] 相反。" + +msgid "" +"Never process. Completely disables processing, ignoring [member SceneTree." +"paused]. This is the inverse of [constant PROCESS_MODE_ALWAYS]." +msgstr "" +"从不处理。完全禁用处理,忽略 [member SceneTree.paused]。与 [constant " +"PROCESS_MODE_ALWAYS] 相反。" + msgid "" "If the [member process_thread_group] property is sent to this, the node will " "belong to any parent (or grandparent) node that has a thread group mode that " @@ -73168,8 +76162,39 @@ msgstr "" "在子线程上处理该节点(以及设为继承的子节点)。详见 [member " "process_thread_group]。" +msgid "Duplicate the node's signal connections." +msgstr "复制该节点的信号连接。" + msgid "Duplicate the node's groups." -msgstr "复制节点的组。" +msgstr "复制节点的分组。" + +msgid "" +"Duplicate the node's script (including the ancestor's script, if combined " +"with [constant DUPLICATE_USE_INSTANTIATION])." +msgstr "" +"复制该节点的脚本(与 [constant DUPLICATE_USE_INSTANTIATION] 组合时包括祖级脚" +"本)。" + +msgid "" +"Duplicate using [method PackedScene.instantiate]. If the node comes from a " +"scene saved on disk, re-uses [method PackedScene.instantiate] as the base for " +"the duplicated node and its children." +msgstr "" +"使用 [method PackedScene.instantiate] 进行复制。如果该节点来自磁盘上保存的场" +"景,则会重用 [method PackedScene.instantiate] 作为该节点及其子节点副本的基础。" + +msgid "The node will not be internal." +msgstr "该节点不是内部节点。" + +msgid "" +"The node will be placed at the beginning of the parent's children list, " +"before any non-internal sibling." +msgstr "该节点将被放置在父节点的子节点列表开头,位于所有非内部兄弟节点之前。" + +msgid "" +"The node will be placed at the end of the parent's children list, after any " +"non-internal sibling." +msgstr "该节点将被放置在父节点的子节点列表末尾,位于所有非内部兄弟节点之后。" msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " @@ -74962,6 +77987,112 @@ msgstr "" " var a = str(self) # a 是“欢迎来到 Godot 4!”\n" "[/codeblock]" +msgid "" +"Override this method to customize existing properties. Every property info " +"goes through this method. The dictionary contents is the same as in [method " +"_get_property_list].\n" +"[codeblocks]\n" +"[gdscript]\n" +"@tool\n" +"extends Node\n" +"\n" +"@export var is_number_editable: bool:\n" +" set(value):\n" +" is_number_editable = value\n" +" notify_property_list_changed()\n" +"@export var number: int\n" +"\n" +"func _validate_property(property: Dictionary):\n" +" if property.name == \"number\" and not is_number_editable:\n" +" property.usage |= PROPERTY_USAGE_READ_ONLY\n" +"[/gdscript]\n" +"[csharp]\n" +"[Tool]\n" +"public partial class MyNode : Node\n" +"{\n" +" private bool _isNumberEditable;\n" +"\n" +" [Export]\n" +" public bool IsNumberEditable\n" +" {\n" +" get => _isNumberEditable;\n" +" set\n" +" {\n" +" _isNumberEditable = value;\n" +" NotifyPropertyListChanged();\n" +" }\n" +" }\n" +"\n" +" [Export]\n" +" public int Number { get; set; }\n" +"\n" +" public override void _ValidateProperty(Godot.Collections.Dictionary " +"property)\n" +" {\n" +" if (property[\"name\"].AsStringName() == PropertyName.Number && " +"IsNumberEditable)\n" +" {\n" +" var usage = property[\"usage\"].As() | " +"PropertyUsageFlags.ReadOnly;\n" +" property[\"usage\"] = (int)usage;\n" +" }\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"覆盖该方法以自定义已有属性。每个属性信息都经过该方法。字典内容与 [method " +"_get_property_list] 中的相同。\n" +"[codeblocks]\n" +"[gdscript]\n" +"@tool\n" +"extends Node\n" +"\n" +"@export var is_number_editable: bool:\n" +" set(value):\n" +" is_number_editable = value\n" +" notify_property_list_changed()\n" +"@export var number: int\n" +"\n" +"func _validate_property(property: Dictionary):\n" +" if property.name == \"number\" and not is_number_editable:\n" +" property.usage |= PROPERTY_USAGE_READ_ONLY\n" +"[/gdscript]\n" +"[csharp]\n" +"[Tool]\n" +"public partial class MyNode : Node\n" +"{\n" +" private bool _isNumberEditable;\n" +"\n" +" [Export]\n" +" public bool IsNumberEditable\n" +" {\n" +" get => _isNumberEditable;\n" +" set\n" +" {\n" +" _isNumberEditable = value;\n" +" NotifyPropertyListChanged();\n" +" }\n" +" }\n" +"\n" +" [Export]\n" +" public int Number { get; set; }\n" +"\n" +" public override void _ValidateProperty(Godot.Collections.Dictionary " +"property)\n" +" {\n" +" if (property[\"name\"].AsStringName() == PropertyName.Number && " +"IsNumberEditable)\n" +" {\n" +" var usage = property[\"usage\"].As() | " +"PropertyUsageFlags.ReadOnly;\n" +" property[\"usage\"] = (int)usage;\n" +" }\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Adds a user-defined [param signal]. Optional arguments for the signal can be " "added as an [Array] of dictionaries, each defining a [code]name[/code] " @@ -79235,6 +82366,49 @@ msgstr "" "将字节序列解码为 [Variant] 的大小,起始位置字节偏移量为 [param byte_offset]。" "要求起始位置后至少有 4 个字节的数据,否则返回 [code]null[/code]。" +msgid "" +"Returns a new [PackedByteArray] with the data decompressed. Set [param " +"buffer_size] to the size of the uncompressed data. Set the compression mode " +"using one of [enum FileAccess.CompressionMode]'s constants.\n" +"[b]Note:[/b] Decompression is not guaranteed to work with data not compressed " +"by Godot, for example if data compressed with the deflate compression mode " +"lacks a checksum or header." +msgstr "" +"返回新的 [PackedByteArray],其中的数据已解压。请将 [param buffer_size] 设置为" +"数据解压后的大小。请将压缩模式设置为 [enum FileAccess.CompressionMode] 常" +"量。\n" +"[b]注意:[/b]不保证解压缩可以处理未经 Godot 压缩的数据,例如,如果使用 " +"deflate 压缩模式压缩的数据缺少校验和或标头。" + +msgid "" +"Returns a new [PackedByteArray] with the data decompressed. Set the " +"compression mode using one of [enum FileAccess.CompressionMode]'s constants. " +"[b]This method only accepts brotli, gzip, and deflate compression modes.[/b]\n" +"This method is potentially slower than [method decompress], as it may have to " +"re-allocate its output buffer multiple times while decompressing, whereas " +"[method decompress] knows it's output buffer size from the beginning.\n" +"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " +"for a small compressed payload to decompress to a potentially very large " +"output. To guard against this, you may provide a maximum size this function " +"is allowed to allocate in bytes via [param max_output_size]. Passing -1 will " +"allow for unbounded output. If any positive value is passed, and the " +"decompression exceeds that amount in bytes, then an error will be returned.\n" +"[b]Note:[/b] Decompression is not guaranteed to work with data not compressed " +"by Godot, for example if data compressed with the deflate compression mode " +"lacks a checksum or header." +msgstr "" +"返回新的 [PackedByteArray],其中的数据已解压。请将压缩模式设置为 [enum " +"FileAccess.CompressionMode] 常量。[b]这个方法只接受 brotli、gzip 和 deflate 压" +"缩模式。[/b]\n" +"这个方法可能比 [method decompress] 慢,因为在解压时可能需要多次重新分配输出缓" +"冲区,而 [method decompress] 则在一开始就知道输出缓冲区的大小。\n" +"GZIP 的最大压缩率为 1032:1,这意味着较小的压缩后负载很有可能解压出非常巨大的输" +"出。为了防止这种情况,你可以通过 [param max_output_size] 提供允许这个函数分配" +"的最大字节数。传入 -1 则不限制输出。传入正数且解压超过该字节数时,会返回错" +"误。\n" +"[b]注意:[/b]不保证解压缩可以处理未经 Godot 压缩的数据,例如,如果使用 " +"deflate 压缩模式压缩的数据缺少校验和或标头。" + msgid "Creates a copy of the array, and returns it." msgstr "创建该数组的副本,并将该副本返回。" @@ -79447,6 +82621,15 @@ msgstr "在数组的末尾追加一个元素。" msgid "Removes an element from the array by index." msgstr "从数组中删除位于索引的元素。" +msgid "" +"Sets the size of the array. If the array is grown, reserves elements at the " +"end of the array. If the array is shrunk, truncates the array to the new " +"size. Calling [method resize] once and assigning the new values is faster " +"than adding new elements one by one." +msgstr "" +"设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组" +"截断到新的大小。调用一次 [method resize] 并分配新值比逐个添加新元素要快。" + msgid "Changes the byte at the given index." msgstr "改变给定索引处的字节。" @@ -88747,6 +91930,14 @@ msgstr "" "[CapsuleMesh]、[CylinderMesh]、[PlaneMesh]、[PrismMesh]、[SphereMesh] 等基本网" "格。" +msgid "" +"Override this method to customize how this primitive mesh should be " +"generated. Should return an [Array] where each element is another Array of " +"values required for the mesh (see the [enum Mesh.ArrayType] constants)." +msgstr "" +"重写该方法以自定义应如何生成该基本网格。应该返回一个 [Array],其中每个元素都是" +"该网格所需的另一个值数组(请参阅 [enum Mesh.ArrayType] 常量)。" + msgid "" "Returns mesh arrays used to constitute surface of [Mesh]. The result can be " "passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. " @@ -88840,6 +92031,36 @@ msgstr "沿 X 轴添加的边循环数。" msgid "A material that defines a simple sky for a [Sky] resource." msgstr "一种材质,可为 [Sky] 资源定义简单天空。" +msgid "" +"[ProceduralSkyMaterial] provides a way to create an effective background " +"quickly by defining procedural parameters for the sun, the sky and the " +"ground. The sky and ground are defined by a main color, a color at the " +"horizon, and an easing curve to interpolate between them. Suns are described " +"by a position in the sky, a color, and a max angle from the sun at which the " +"easing curve ends. The max angle therefore defines the size of the sun in the " +"sky.\n" +"[ProceduralSkyMaterial] supports up to 4 suns, using the color, and energy, " +"direction, and angular distance of the first four [DirectionalLight3D] nodes " +"in the scene. This means that the suns are defined individually by the " +"properties of their corresponding [DirectionalLight3D]s and globally by " +"[member sun_angle_max] and [member sun_curve].\n" +"[ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is " +"therefore suited for real-time updates. This makes it a great option for a " +"sky that is simple and computationally cheap, but unrealistic. If you need a " +"more realistic procedural option, use [PhysicalSkyMaterial]." +msgstr "" +"[ProceduralSkyMaterial] 提供了一种通过为太阳、天空、和地面定义程序参数,来快速" +"创建一个有效背景的方法。天空和地面由主颜色、地平线颜色、以及在它们之间插值的缓" +"动曲线定义。太阳通过天空中的位置、颜色、以及缓动曲线结束时距太阳的最大角度来描" +"述。因此,最大角度定义了天空中太阳的大小。\n" +"[ProceduralSkyMaterial] 支持最多 4 个太阳,它们使用场景中前四个 " +"[DirectionalLight3D] 节点的颜色、能量、方向、和角距离。这意味着太阳由其相应的 " +"[DirectionalLight3D] 的属性单独定义,并由 [member sun_angle_max] 和 [member " +"sun_curve] 全局定义。\n" +"[ProceduralSkyMaterial] 使用轻量级着色器来绘制天空,因此适合实时更新。这使得它" +"成为简单、低计算成本且不切实际的天空的绝佳选择。如果你需要更真实的程序化选项," +"请使用 [PhysicalSkyMaterial]。" + msgid "" "Color of the ground at the bottom. Blends with [member ground_horizon_color]." msgstr "地面底部的颜色。会与 [member ground_horizon_color] 混合。" @@ -90156,6 +93377,12 @@ msgstr "" "[b]注意:[/b]启用 TTS 会增加空闲 CPU 的占用,影响睡眠模式,所以请在不需要 TTS " "时考虑将其关闭。" +msgid "" +"Setting to hardcode audio delay when playing video. Best to leave this " +"unchanged unless you know what you are doing." +msgstr "" +"播放视频时设置为硬编码音频延迟。除非你知道自己在做什么,否则最好保持不变。" + msgid "" "If [code]true[/code], ambient lights will be imported from COLLADA models as " "[DirectionalLight3D]. If [code]false[/code], ambient lights will be ignored." @@ -91094,6 +94321,27 @@ msgid "" "mouse clicks." msgstr "主窗口无法成为焦点。无焦点的窗口将忽略除鼠标点击之外的所有输入。" +msgid "" +"If [code]true[/code], allows the window to be resizable by default.\n" +"[b]Note:[/b] This property is only read when the project starts. To change " +"whether the window is resizable at runtime, set [member Window.unresizable] " +"instead on the root Window, which can be retrieved using [code]get_viewport()." +"get_window()[/code]. [member Window.unresizable] takes the opposite value of " +"this setting.\n" +"[b]Note:[/b] Certain window managers can be configured to ignore the non-" +"resizable status of a window. Do not rely on this setting as a guarantee that " +"the window will [i]never[/i] be resizable.\n" +"[b]Note:[/b] This setting is ignored on iOS." +msgstr "" +"如果为 [code]true[/code],则默认允许窗口调整大小。\n" +"[b]注意:[/b]该属性仅在项目启动时读取。要更改窗口在运行时是否可调整大小,请改" +"在根窗口上设置 [member Window.unresizable],这样可以使用 [code]get_viewport()." +"get_window()[/code] 检索根窗口。[member Window.unresizable] 采用与该设置相反的" +"值。\n" +"[b]注意:[/b]某些窗口管理器可以被配置为忽略窗口的不可调整大小状态。不要依赖该" +"设置来保证窗口[i]永远不会[/i]调整大小。\n" +"[b]注意:[/b]该设置在 iOS 上被忽略。" + msgid "" "If [code]true[/code], enables a window manager hint that the main window " "background [i]can[/i] be transparent. This does not make the background " @@ -91964,6 +95212,14 @@ msgstr "" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" +msgid "" +"Default [InputEventAction] to swap input direction, i.e. change between left-" +"to-right to right-to-left modes. Affects text-editing controls ([LineEdit], " +"[TextEdit])." +msgstr "" +"默认 [InputEventAction],用于交换输入方向,例如在“从左至右”和“从右至左”模式之" +"间切换。影响文本编辑控件([LineEdit]、[TextEdit])。" + msgid "" "If a selection is currently active with the last caret in text fields, " "searches for the next occurrence of the selection, adds a caret and selects " @@ -92208,6 +95464,37 @@ msgstr "" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作无法移除,因为它们对于部分 " "[Control] 的内部逻辑是必需的。但是,可以修改分配给该动作的事件。" +msgid "" +"Default [InputEventAction] to accept an autocompletion hint.\n" +"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " +"necessary for the internal logic of several [Control]s. The events assigned " +"to the action can however be modified." +msgstr "" +"默认 [InputEventAction],用于接受某个自动补全提示。\n" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" + +msgid "" +"Default [InputEventAction] to request autocompletion.\n" +"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " +"necessary for the internal logic of several [Control]s. The events assigned " +"to the action can however be modified." +msgstr "" +"默认 [InputEventAction],用于请求自动补全。\n" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" + +msgid "" +"Default [InputEventAction] to accept an autocompletion hint, replacing " +"existing text.\n" +"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " +"necessary for the internal logic of several [Control]s. The events assigned " +"to the action can however be modified." +msgstr "" +"默认 [InputEventAction],用于接受某个自动补全提示并替换现有文本。\n" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" + msgid "" "Default [InputEventAction] to unindent text.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -94171,6 +97458,31 @@ msgstr "" "[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变每帧模拟的最大物理步骤" "数,请改为设置 [member Engine.max_physics_steps_per_frame]。" +msgid "" +"Controls how much physics ticks are synchronized with real time. For 0 or " +"less, the ticks are synchronized. Such values are recommended for network " +"games, where clock synchronization matters. Higher values cause higher " +"deviation of in-game clock and real clock, but allows smoothing out framerate " +"jitters. The default value of 0.5 should be good enough for most; values " +"above 2 could cause the game to react to dropped frames with a noticeable " +"delay and are not recommended.\n" +"[b]Note:[/b] For best results, when using a custom physics interpolation " +"solution, the physics jitter fix should be disabled by setting [member " +"physics/common/physics_jitter_fix] to [code]0[/code].\n" +"[b]Note:[/b] This property is only read when the project starts. To change " +"the physics jitter fix at runtime, set [member Engine.physics_jitter_fix] " +"instead." +msgstr "" +"控制物理周期与真实时间的同步程度。小于等于 0 时,周期是同步的。对时钟同步有要" +"求的网络游戏建议使用此类值。较高的值会导致游戏内时钟和真实时钟的较大偏差,但可" +"以平滑帧率抖动。大多数情况下,默认值 0.5 应该足够好了;大于 2 的值可能导致游戏" +"对丢帧作出明显延迟的反应,因此不推荐使用。\n" +"[b]注意:[/b]为了获得最佳的结果,使用自定义物理插值解决方案时,应通过将 " +"[member physics/common/physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖" +"动修复。\n" +"[b]注意:[/b]该属性仅在项目启动时读取。 要在运行时更改物理抖动修复,请改为设" +"置 [member Engine.physics_jitter_fix]。" + msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. See also " @@ -95232,6 +98544,14 @@ msgstr "" "[b]注意:[/b]该设置仅在支持 Compatibility 渲染方式,不支持 Forward+ 和 " "Mobile。" +msgid "" +"The minimum number of instances that must be present in a scene to enable " +"culling computations on multiple threads. If a scene has fewer instances than " +"this number, culling is done on a single thread." +msgstr "" +"在多线程上启用剔除计算时,场景中必须存在的最小实例数。如果场景的实例数少于该数" +"量,则在单线程上完成剔除。" + msgid "" "The automatic LOD bias to use for meshes rendered within the " "[ReflectionProbe]. Higher values will use less detailed versions of meshes " @@ -96035,9 +99355,28 @@ msgstr "" msgid "Returns the dot product of two quaternions." msgstr "返回两个四元数的点积。" +msgid "" +"Returns the exponential of this quaternion. The rotation axis of the result " +"is the normalized rotation axis of this quaternion, the angle of the result " +"is the length of the vector part of this quaternion." +msgstr "" +"返回该四元数的指数。该结果的旋转轴是该四元数的归一化旋转轴,该结果的角度是该四" +"元数的向量部分的长度。" + msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." msgstr "按 YXZ 旋转顺序从欧拉角构造一个四元数。" +msgid "" +"Returns the angle of the rotation represented by this quaternion.\n" +"[b]Note:[/b] The quaternion must be normalized." +msgstr "" +"返回该四元数表示的旋转角度。\n" +"[b]注意:[/b]该四元数必须被归一化。" + +msgid "" +"Returns the rotation axis of the rotation represented by this quaternion." +msgstr "返回该四元数表示的旋转的旋转轴。" + msgid "" "Returns the quaternion's rotation in the form of Euler angles. The Euler " "order depends on the [param order] parameter, for example using the YXZ " @@ -96075,6 +99414,14 @@ msgstr "返回四元数的长度。" msgid "Returns the length of the quaternion, squared." msgstr "返回四元数的长度的平方。" +msgid "" +"Returns the logarithm of this quaternion. The vector part of the result is " +"the rotation axis of this quaternion multiplied by its rotation angle, the " +"real part of the result is zero." +msgstr "" +"返回该四元数的对数。该结果的向量部分是该四元数的旋转轴乘以其旋转角度,该结果的" +"实部为零。" + msgid "Returns a copy of the quaternion, normalized to unit length." msgstr "返回四元数的副本,归一化为单位长度。" @@ -96232,6 +99579,29 @@ msgstr "" msgid "Provides methods for generating pseudo-random numbers." msgstr "提供生成伪随机数的方法。" +msgid "" +"RandomNumberGenerator is a class for generating pseudo-random numbers. It " +"currently uses [url=https://www.pcg-random.org/]PCG32[/url].\n" +"[b]Note:[/b] The underlying algorithm is an implementation detail and should " +"not be depended upon.\n" +"To generate a random float number (within a given range) based on a time-" +"dependent seed:\n" +"[codeblock]\n" +"var rng = RandomNumberGenerator.new()\n" +"func _ready():\n" +" var my_random_number = rng.randf_range(-10.0, 10.0)\n" +"[/codeblock]" +msgstr "" +"RandomNumberGenerator 是一个用于生成伪随机数的类。它目前使用 [url=https://www." +"pcg-random.org/]PCG32[/url]。\n" +"[b]注意:[/b]底层算法属于实现细节,不应该对此产生依赖。\n" +"要根据时间相关种子生成(给定范围内的)随机浮点数:\n" +"[codeblock]\n" +"var rng = RandomNumberGenerator.new()\n" +"func _ready():\n" +" var my_random_number = rng.randf_range(-10.0, 10.0)\n" +"[/codeblock]" + msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " "(inclusive)." @@ -96542,6 +99912,16 @@ msgstr "" "返回相交对象的形状在碰撞点处的法线,如果射线从该形状内部发出并且 [member " "hit_from_inside] 为 [code]true[/code],则为 [code]Vector2(0, 0)[/code]。" +msgid "" +"Returns the collision point at which the ray intersects the closest object. " +"If [member hit_from_inside] is [code]true[/code] and the ray starts inside of " +"a collision shape, this function will return the origin point of the ray.\n" +"[b]Note:[/b] This point is in the [b]global[/b] coordinate system." +msgstr "" +"返回射线与最近的物体相交的碰撞点。如果 [member hit_from_inside] 为 " +"[code]true[/code] 并且射线从碰撞形状内部开始,则该函数将返回该射线的原点。\n" +"[b]注意:[/b]这个点是在[b]全局[/b]坐标系中。" + msgid "" "Returns whether any object is intersecting with the ray's vector (considering " "the vector length)." @@ -97004,6 +100384,53 @@ msgstr "" "[RDPipelineDepthStencilState] 控制的是在使用 [RenderingDevice] 对深度和模板进" "行采样时,如何进行深度和模板的比较。" +msgid "" +"The method used for comparing the previous back stencil value and [member " +"back_op_reference]." +msgstr "用于比较前一个背面模板值和 [member back_op_reference] 的方法。" + +msgid "Selects which bits from the back stencil value will be compared." +msgstr "选择将比较背面模板值中的哪些位。" + +msgid "" +"The operation to perform on the stencil buffer for back pixels that pass the " +"stencil test but fail the depth test." +msgstr "对通过模板测试但未通过深度测试的背面像素的模板缓冲区执行的操作。" + +msgid "" +"The operation to perform on the stencil buffer for back pixels that fail the " +"stencil test" +msgstr "对模板缓冲区中未通过模板测试的背面像素执行的操作" + +msgid "" +"The operation to perform on the stencil buffer for back pixels that pass the " +"stencil test." +msgstr "对通过模板测试的背面像素的模板缓冲区执行的操作。" + +msgid "The value the previous back stencil value will be compared to." +msgstr "将与前一个背面模板值进行比较的值。" + +msgid "Selects which bits from the back stencil value will be changed." +msgstr "选择背面模板值中的哪些位将被更改。" + +msgid "The method used for comparing the previous and current depth values." +msgstr "用于比较前一个和当前深度值的方法。" + +msgid "The maximum depth that returns true for [member enable_depth_range]." +msgstr "[member enable_depth_range] 将返回 true 的最大深度。" + +msgid "The minimum depth that returns true for [member enable_depth_range]." +msgstr "[member enable_depth_range] 将返回 true 的最小深度。" + +msgid "" +"If [code]true[/code], each depth value will be tested to see if it is between " +"[member depth_range_min] and [member depth_range_max]. If it is outside of " +"these values, it is discarded." +msgstr "" +"如果为 [code]true[/code],则将测试每个深度值以查看它是否在 [member " +"depth_range_min] 和 [member depth_range_max] 之间。如果超出这些值,则将其丢" +"弃。" + msgid "" "If [code]true[/code], enables depth testing which allows objects to be " "automatically occluded by other objects based on their depth. This also " @@ -97012,8 +100439,52 @@ msgid "" "renderer)." msgstr "" "如果为 [code]true[/code],则会启用深度测试,能够让对象根据深度自动被其他对象遮" -"挡。这样对象就能够被其他对象部分遮挡。如果为 [code]false[/code],则会按照绘制" -"顺序显示(类似 Godot 的 2D 渲染器)。" +"挡。这样对象就能够被其他对象部分遮挡。如果为 [code]false[/code],则对象会按照" +"绘制顺序显示(类似 Godot 的 2D 渲染器)。" + +msgid "" +"If [code]true[/code], writes to the depth buffer whenever the depth test " +"returns true. Only works when enable_depth_test is also true." +msgstr "" +"如果为 [code]true[/code],则每当深度测试返回 true 时写入深度缓冲区。仅当 " +"enable_depth_test 也为 true 时才有效。" + +msgid "" +"If [code]true[/code], enables stencil testing. There are separate stencil " +"buffers for front-facing triangles and back-facing triangles. See properties " +"that begin with \"front_op\" and properties with \"back_op\" for each." +msgstr "" +"如果为 [code]true[/code],则启用模板测试。正面三角形和背面三角形有单独的模板缓" +"冲区。请参阅每个以“front_op”开头、和以“back_op”开头的属性。" + +msgid "" +"The method used for comparing the previous front stencil value and [member " +"front_op_reference]." +msgstr "该方法用于比较前一个正面模板值和 [member front_op_reference]。" + +msgid "Selects which bits from the front stencil value will be compared." +msgstr "选择正面模板值中的哪些位将被比较。" + +msgid "" +"The operation to perform on the stencil buffer for front pixels that pass the " +"stencil test but fail the depth test." +msgstr "对通过模板测试但未通过深度测试的正面像素的模板缓冲区执行的操作。" + +msgid "" +"The operation to perform on the stencil buffer for front pixels that fail the " +"stencil test." +msgstr "对模板缓冲区中未通过模板测试的正面像素执行的操作。" + +msgid "" +"The operation to perform on the stencil buffer for front pixels that pass the " +"stencil test." +msgstr "对通过模板测试的正面像素的模板缓冲区执行的操作。" + +msgid "The value the previous front stencil value will be compared to." +msgstr "将与前一个正面模板值进行比较的值。" + +msgid "Selects which bits from the front stencil value will be changed." +msgstr "选择正面模板值中的哪些位将被更改。" msgid "Pipeline multisample state (used by [RenderingDevice])." msgstr "管线的多重采样状态(由 [RenderingDevice] 使用)。" @@ -99078,6 +102549,67 @@ msgstr "" "draw_command_begin_label] 不同,不应该调用 [method draw_command_end_label] 来" "结束这个区域。" +msgid "" +"Starts a list of raster drawing commands created with the [code]draw_*[/code] " +"methods. The returned value should be passed to other [code]draw_list_*[/" +"code] functions.\n" +"Multiple draw lists cannot be created at the same time; you must finish the " +"previous draw list first using [method draw_list_end].\n" +"A simple drawing operation might look like this (code is not a complete " +"example):\n" +"[codeblock]\n" +"var rd = RenderingDevice.new()\n" +"var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), " +"Color(0, 0, 0, 0)])\n" +"var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice." +"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice." +"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)\n" +"\n" +"# Draw opaque.\n" +"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)\n" +"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" +"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " +"raster_push_constant.size())\n" +"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" +"# Draw wire.\n" +"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)\n" +"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" +"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " +"raster_push_constant.size())\n" +"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" +"\n" +"rd.draw_list_end()\n" +"[/codeblock]" +msgstr "" +"开始由 [code]draw_*[/code] 方法创建的栅格绘图命令列表。应该将返回值传递给其他 " +"[code]draw_list_*[/code] 函数。\n" +"无法同时创建多个绘图列表;你必须先使用 [method draw_list_end] 把之前的绘图列表" +"完成。\n" +"简易的绘图操作类似于下面这样(代码不是完整的示例):\n" +"[codeblock]\n" +"var rd = RenderingDevice.new()\n" +"var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), " +"Color(0, 0, 0, 0)])\n" +"var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice." +"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice." +"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)\n" +"\n" +"# 实心绘制。\n" +"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)\n" +"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" +"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " +"raster_push_constant.size())\n" +"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" +"# 线框绘制。\n" +"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)\n" +"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n" +"rd.draw_list_set_push_constant(draw_list, raster_push_constant, " +"raster_push_constant.size())\n" +"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n" +"\n" +"rd.draw_list_end()\n" +"[/codeblock]" + msgid "" "High-level variant of [method draw_list_begin], with the parameters " "automatically being adjusted for drawing onto the window specified by the " @@ -103655,6 +107187,16 @@ msgstr "" "[b]注意:[/b]使用 OpenGL 后端或在无头模式下运行时,这个函数始终返回 " "[code]null[/code] 。" +msgid "" +"Returns the bounding rectangle for a canvas item in local space, as " +"calculated by the renderer. This bound is used internally for culling.\n" +"[b]Warning:[/b] This function is intended for debugging in the editor, and " +"will pass through and return a zero [Rect2] in exported projects." +msgstr "" +"返回渲染器计算出的局部空间中画布项的边界矩形。该边界在内部用于剔除。\n" +"[b]警告:[/b]该函数用于在编辑器中进行调试,并且将在导出的项目中跳过并返回零 " +"[Rect2]。" + msgid "" "Creates a decal and adds it to the RenderingServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]decal_*[/code] " @@ -104012,6 +107554,11 @@ msgstr "" "FOG_VOLUME_SHAPE_CYLINDER] 或 [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] " "时,雾体积的大小。" +msgid "" +"Forces redrawing of all viewports at once. Must be called from the main " +"thread." +msgstr "强制立即重绘所有视口。必须从主线程调用。" + msgid "" "Forces a synchronization between the CPU and GPU, which may be required in " "certain cases. Only call this when needed, as CPU-GPU synchronization has a " @@ -109828,6 +113375,9 @@ msgstr "" "[b]高级导入设置[/b]对话框中为 [member loop_offset] 提供了更方便的编辑器,因为" "它可以让你预览更改,且无需重新导入音频。" +msgid "Imports an OBJ 3D model as an independent [Mesh] or scene." +msgstr "将 OBJ 3D 模型导入为独立的 [Mesh] 或场景。" + msgid "" "Unlike [ResourceImporterScene], [ResourceImporterOBJ] will import a single " "[Mesh] resource by default instead of importing a [PackedScene]. This makes " @@ -109924,6 +113474,25 @@ msgstr "" msgid "Imports a glTF, FBX, Collada or Blender 3D scene." msgstr "导入 glTF、FBX、Collada 或 Blender 3D 场景。" +msgid "" +"See also [ResourceImporterOBJ], which is used for OBJ models that can be " +"imported as an independent [Mesh] or a scene.\n" +"Additional options (such as extracting individual meshes or materials to " +"files) are available in the [b]Advanced Import Settings[/b] dialog. This " +"dialog can be accessed by double-clicking a 3D scene in the FileSystem dock " +"or by selecting a 3D scene in the FileSystem dock, going to the Import dock " +"and choosing [b]Advanced[/b].\n" +"[b]Note:[/b] [ResourceImporterScene] is [i]not[/i] used for [PackedScene]s, " +"such as [code].tscn[/code] and [code].scn[/code] files." +msgstr "" +"另请参见 [ResourceImporterOBJ],它被用于可作为独立的 [Mesh] 或场景导入的 OBJ " +"模型。\n" +"[b]高级导入设置[/b] 对话框中提供了其他选项(例如将单个网格或材质提取到文件)。" +"可以通过双击文件系统停靠面板中的 3D 场景或通过选择文件系统停靠面板中的 3D 场" +"景,转至导入停靠面板并选择[b]高级[/b]来访问该对话框。\n" +"[b]注意:[/b][ResourceImporterScene] [i]未[/i]被用于 [PackedScene],例如 " +"[code].tscn[/code] 和 [code].scn[/code] 文件 。" + msgid "" "Contains properties for the scene's subresources. This is an internal option " "which is not visible in the Import dock." @@ -111012,6 +114581,44 @@ msgstr "将网格指定为两个互相垂直的面,形成十字形。" msgid "A custom effect for a [RichTextLabel]." msgstr "[RichTextLabel] 的自定义效果。" +msgid "" +"A custom effect for a [RichTextLabel], which can be loaded in the " +"[RichTextLabel] inspector or using [method RichTextLabel.install_effect].\n" +"[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be " +"defined as a member variable called [code]bbcode[/code] in the script.\n" +"[codeblocks]\n" +"[gdscript skip-lint]\n" +"# The RichTextEffect will be usable like this: `[example]Some text[/" +"example]`\n" +"var bbcode = \"example\"\n" +"[/gdscript]\n" +"[csharp skip-lint]\n" +"// The RichTextEffect will be usable like this: `[example]Some text[/" +"example]`\n" +"string bbcode = \"example\";\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] As soon as a [RichTextLabel] contains at least one " +"[RichTextEffect], it will continuously process the effect unless the project " +"is paused. This may impact battery life negatively." +msgstr "" +"[RichTextLabel] 的自定义效果,可以在 [RichTextLabel] 检查器中加载或使用 " +"[method RichTextLabel.install_effect] 加载。\n" +"[b]注意:[/b]要使用 [RichTextEffect],必须在脚本中定义名为 [code]bbcode[/" +"code] 的成员变量作为 BBCode 标签。\n" +"[codeblocks]\n" +"[gdscript skip-lint]\n" +"# 使用 RichTextEffect 的方式是这样的:`[example]Some text[/example]`\n" +"var bbcode = \"example\"\n" +"[/gdscript]\n" +"[csharp skip-lint]\n" +"// 使用 RichTextEffect 的方式是这样的:`[example]Some text[/example]`\n" +"string bbcode = \"example\";\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]只要 [RichTextLabel] 包含至少一个 [RichTextEffect],它就会持续处" +"理效果,除非项目暂停。这可能会对电池寿命产生负面影响。" + msgid "" "Override this method to modify properties in [param char_fx]. The method must " "return [code]true[/code] if the character could be transformed successfully. " @@ -111339,6 +114946,57 @@ msgstr "" "[b]注意:[/b]如果启用了 [member threaded],则此方法返回文档已加载部分的值。使" "用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。" +msgid "" +"Installs a custom effect. This can also be done in the RichTextLabel " +"inspector using the [member custom_effects] property. [param effect] should " +"be a valid [RichTextEffect].\n" +"Example RichTextEffect:\n" +"[codeblock]\n" +"# effect.gd\n" +"class_name MyCustomEffect\n" +"extends RichTextEffect\n" +"\n" +"var bbcode = \"my_custom_effect\"\n" +"\n" +"# ...\n" +"[/codeblock]\n" +"Registering the above effect in RichTextLabel from script:\n" +"[codeblock]\n" +"# rich_text_label.gd\n" +"extends RichTextLabel\n" +"\n" +"func _ready():\n" +" install_effect(MyCustomEffect.new())\n" +"\n" +" # Alternatively, if not using `class_name` in the script that extends " +"RichTextEffect:\n" +" install_effect(preload(\"res://effect.gd\").new())\n" +"[/codeblock]" +msgstr "" +"安装自定义效果。这也可以在 RichTextLabel 检查器中使用 [member custom_effects] " +"属性来完成。[param effect] 应该是一个有效的 [RichTextEffect]。\n" +"RichTextEffect 示例:\n" +"[codeblock]\n" +"# effect.gd\n" +"class_name MyCustomEffect\n" +"extends RichTextEffect\n" +"\n" +"var bbcode = \"my_custom_effect\"\n" +"\n" +"# ...\n" +"[/codeblock]\n" +"通过脚本在 RichTextLabel 中注册上述效果:\n" +"[codeblock]\n" +"# rich_text_label.gd\n" +"extends RichTextLabel\n" +"\n" +"func _ready():\n" +" install_effect(MyCustomEffect.new())\n" +"\n" +" # 或者,如果在扩展 RichTextEffect 的脚本中不使用“class_name”:\n" +" install_effect(preload(\"res://effect.gd\").new())\n" +"[/codeblock]" + msgid "" "If [member threaded] is enabled, returns [code]true[/code] if the background " "thread has finished text processing, otherwise always return [code]true[/" @@ -115327,6 +118985,23 @@ msgid "" "A node containing a bone hierarchy, used to create a 3D skeletal animation." msgstr "包含骨骼层级结构的节点,用于创建 3D 骨骼动画。" +msgid "" +"[Skeleton3D] provides an interface for managing a hierarchy of bones, " +"including pose, rest and animation (see [Animation]). It can also use ragdoll " +"physics.\n" +"The overall transform of a bone with respect to the skeleton is determined by " +"bone pose. Bone rest defines the initial transform of the bone pose.\n" +"Note that \"global pose\" below refers to the overall transform of the bone " +"with respect to skeleton, so it is not the actual global/world transform of " +"the bone." +msgstr "" +"[Skeleton3D] 提供了管理骨骼层级结构的接口,包括姿势、放松姿势和动画(见 " +"[Animation])。它还可以使用布娃娃物理。\n" +"骨骼相对于骨架的整体变换由骨骼的姿势决定。骨骼的放松姿势定义的是骨骼姿势的初始" +"变换。\n" +"请注意,下文的“全局姿势”是指骨骼相对于骨架的整体变换,因此并不是骨骼的实际全" +"局/世界变换。" + msgid "" "Adds a bone, with name [param name]. [method get_bone_count] will become the " "bone index." @@ -115553,6 +119228,21 @@ msgstr "" "[b]注意:[/b]除非这个值是 [code]1.0[/code],否则动画中的键值将与实际位置值不匹" "配。" +msgid "" +"If [code]true[/code], forces the bones in their default rest pose, regardless " +"of their values. In the editor, this also prevents the bones from being " +"edited." +msgstr "" +"如果为 [code]true[/code],则无论其值如何,强制骨骼处于默认放松姿势。在编辑器" +"中,这也会阻止骨骼被编辑。" + +msgid "" +"Emitted when the bone at [param bone_idx] is toggled with [method " +"set_bone_enabled]. Use [method is_bone_enabled] to check the new value." +msgstr "" +"当使用 [method set_bone_enabled] 切换 [param bone_idx] 处的骨骼时发出。使用 " +"[method is_bone_enabled] 来检查新值。" + msgid "" "This signal is emitted when one of the bones in the Skeleton3D node have " "changed their pose. This is used to inform nodes that rely on bone positions " @@ -115561,6 +119251,22 @@ msgstr "" "当该 Skeleton3D 节点中的任一骨骼,改变了它们的姿势时,就会发出这个信号。这用于" "通知依赖骨骼位置的节点,Skeleton3D 中的任一骨骼已经改变了它们的变换/姿势。" +msgid "" +"Emitted when the pose is updated, after [constant " +"NOTIFICATION_UPDATE_SKELETON] is received." +msgstr "收到 [constant NOTIFICATION_UPDATE_SKELETON] 后更新姿势时触发。" + +msgid "Emitted when the value of [member show_rest_only] changes." +msgstr "当 [member show_rest_only] 的值改变时触发。" + +msgid "" +"Notification received when this skeleton's pose needs to be updated.\n" +"This notification is received [i]before[/i] the related [signal pose_updated] " +"signal." +msgstr "" +"当该骨架的姿势需要更新时收到的通知。\n" +"该通知是在相关 [signal pose_updated] 信号[i]之前[/i]接收的。" + msgid "" "A node used to rotate all bones of a [Skeleton3D] bone chain a way that " "places the end bone at a desired 3D position." @@ -117056,6 +120762,9 @@ msgstr "" msgid "SoftBody" msgstr "SoftBody" +msgid "Returns the internal [RID] used by the [PhysicsServer3D] for this body." +msgstr "返回 [PhysicsServer3D] 用于该实体的内部 [RID]。" + msgid "Returns local translation of a vertex in the surface array." msgstr "返回表面数组中顶点的局部平移。" @@ -117098,6 +120807,20 @@ msgstr "" "象 B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" +msgid "" +"The body's damping coefficient. Higher values will slow down the body more " +"noticeably when forces are applied." +msgstr "物体的阻尼系数。当施加力时,较高的值会更明显地减慢物体的速度。" + +msgid "" +"The body's drag coefficient. Higher values increase this body's air " +"resistance.\n" +"[b]Note:[/b] This value is currently unused by Godot's default physics " +"implementation." +msgstr "" +"物体的阻力系数。较高的值会增加该物体的空气阻力。\n" +"[b]注意:[/b]Godot 的默认物理实现当前未使用该值。" + msgid "" "Higher values will result in a stiffer body, while lower values will increase " "the body's ability to bend. The value can be between [code]0.0[/code] and " @@ -117111,6 +120834,11 @@ msgid "" msgstr "" "指向 [CollisionObject3D] 的 [NodePath],这个 SoftBody3D 应该避免穿过它。" +msgid "" +"The pressure coefficient of this soft body. Simulate pressure build-up from " +"inside this body. Higher values increase the strength of this effect." +msgstr "该软体的压力系数。模拟物体内部的压力积聚。较高的值会增加该效果的强度。" + msgid "If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s." msgstr "如果为 [code]true[/code],则该 [SoftBody3D] 会响应 [RayCast3D]。" @@ -117645,6 +121373,17 @@ msgstr "" msgid "If [code]true[/code], texture is centered." msgstr "如果为 [code]true[/code],纹理居中。" +msgid "" +"Current frame to display from sprite sheet. [member hframes] or [member " +"vframes] must be greater than 1. This property is automatically adjusted when " +"[member hframes] or [member vframes] are changed to keep pointing to the same " +"visual frame (same column and row). If that's impossible, this value is reset " +"to [code]0[/code]." +msgstr "" +"当前显示的精灵表中的帧。[member hframes] 和 [member vframes] 必须大于 1。" +"[member hframes] 或 [member vframes] 发生变化时会自动调整该属性,让它在视觉上" +"保持指向同一帧(同一行、同一列)。 如果无法保持,则会重置为 [code]0[/code]。" + msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " "for the [member frame] property. [member hframes] or [member vframes] must be " @@ -117653,6 +121392,16 @@ msgstr "" "显示的帧在精灵表中的坐标。这是 [member frame] 属性的别名。[member vframes] 或 " "[member hframes] 必须大于 1。" +msgid "" +"The number of columns in the sprite sheet. When this property is changed, " +"[member frame] is adjusted so that the same visual frame is maintained (same " +"row and column). If that's impossible, [member frame] is reset to [code]0[/" +"code]." +msgstr "" +"精灵表中的列数。该属性发生变化时会对 [member frame] 进行调整,在视觉上维持相同" +"的帧(同一行、同一列)。如果无法维持,则会将 [member frame] 重置为 [code]0[/" +"code]。" + msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See [member " "region_rect]." @@ -117676,6 +121425,16 @@ msgstr "" msgid "[Texture2D] object to draw." msgstr "要绘制的 [Texture2D] 对象。" +msgid "" +"The number of rows in the sprite sheet. When this property is changed, " +"[member frame] is adjusted so that the same visual frame is maintained (same " +"row and column). If that's impossible, [member frame] is reset to [code]0[/" +"code]." +msgstr "" +"精灵表中的行数。该属性发生变化时会对 [member frame] 进行调整,在视觉上维持相同" +"的帧(同一行、同一列)。如果无法维持,则会将 [member frame] 重置为 [code]0[/" +"code]。" + msgid "Emitted when the [member frame] changes." msgstr "当 [member frame] 更改时发出。" @@ -118611,6 +122370,39 @@ msgstr "" "[b]注意:[/b]与 GDScript 解析器不同,这个方法不支持 [code]\\uXXXX[/code] 转义" "序列。" +msgid "" +"Changes the appearance of the string: replaces underscores ([code]_[/code]) " +"with spaces, adds spaces before uppercase letters in the middle of a word, " +"converts all letters to lowercase, then converts the first one and each one " +"following a space to uppercase.\n" +"[codeblocks]\n" +"[gdscript]\n" +"\"move_local_x\".capitalize() # Returns \"Move Local X\"\n" +"\"sceneFile_path\".capitalize() # Returns \"Scene File Path\"\n" +"\"2D, FPS, PNG\".capitalize() # Returns \"2d, Fps, Png\"\n" +"[/gdscript]\n" +"[csharp]\n" +"\"move_local_x\".Capitalize(); // Returns \"Move Local X\"\n" +"\"sceneFile_path\".Capitalize(); // Returns \"Scene File Path\"\n" +"\"2D, FPS, PNG\".Capitalize(); // Returns \"2d, Fps, Png\"\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"改变字符串的外观:用空格代替下划线([code]_[/code]),在单词中间的大写字母前添" +"加空格,将所有字母转换为小写,然后将第一个字母和空格后的每个字母转换为大写。\n" +"[codeblocks]\n" +"[gdscript]\n" +"\"move_local_x\".capitalize() # 返回 \"Move Local X\"\n" +"\"sceneFile_path\".capitalize() # 返回 \"Scene File Path\"\n" +"\"2D, FPS, PNG\".capitalize() # 返回 \"2d, Fps, Png\"\n" +"[/gdscript]\n" +"[csharp]\n" +"\"move_local_x\".Capitalize(); // 返回 \"Move Local X\"\n" +"\"sceneFile_path\".Capitalize(); // 返回 \"Scene File Path\"\n" +"\"2D, FPS, PNG\".Capitalize(); // 返回 \"2d, Fps, Png\"\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Performs a case-sensitive comparison to another string. Returns [code]-1[/" "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if " @@ -118947,6 +122739,16 @@ msgstr "" "slice] 的子串。如果 [param slice] 不存在则返回空字符串。\n" "只需要一个子串时这个方法比 [method split] 快。" +msgid "" +"Returns the 32-bit hash value representing the string's contents.\n" +"[b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be " +"the same, as a result of hash collisions. On the contrary, strings with " +"different hash values are guaranteed to be different." +msgstr "" +"返回代表该字符串内容的 32 位哈希值。\n" +"[b]注意:[/b]由于哈希碰撞的缘故,内容相同的字符串[i]不一定[/i]会得到相同的哈希" +"值。而相对的是,哈希不同的字符串一定不同。" + msgid "" "Decodes a hexadecimal string as a [PackedByteArray].\n" "[codeblocks]\n" @@ -119942,9 +123744,50 @@ msgstr "" "var d = \"Hello!\".to_int() # d 为 0\n" "[/codeblock]" +msgid "Returns the string converted to [code]lowercase[/code]." +msgstr "返回将该字符串转换为小写 [code]lowercase[/code] 的结果。" + msgid "Returns the string converted to [code]PascalCase[/code]." msgstr "返回将该字符串转换为大驼峰命名 [code]PascalCase[/code] 的结果。" +msgid "" +"Returns the string converted to [code]snake_case[/code].\n" +"[b]Note:[/b] Numbers followed by a [i]single[/i] letter are not separated in " +"the conversion to keep some words (such as \"2D\") together.\n" +"[codeblocks]\n" +"[gdscript]\n" +"\"Node2D\".to_snake_case() # Returns \"node_2d\"\n" +"\"2nd place\".to_snake_case() # Returns \"2_nd_place\"\n" +"\"Texture3DAssetFolder\".to_snake_case() # Returns " +"\"texture_3d_asset_folder\"\n" +"[/gdscript]\n" +"[csharp]\n" +"\"Node2D\".ToSnakeCase(); // Returns \"node_2d\"\n" +"\"2nd place\".ToSnakeCase(); // Returns \"2_nd_place\"\n" +"\"Texture3DAssetFolder\".ToSnakeCase(); // Returns " +"\"texture_3d_asset_folder\"\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回将该字符串转换为蛇形命名 [code]snake_case[/code] 的结果。\n" +"[b]注意:[/b]如果数字之后存在的是[i]单个[/i]字符,则不会进行拆分,这是为了保证" +"某些单词的连贯(例如“2D”)。\n" +"[codeblocks]\n" +"[gdscript]\n" +"\"Node2D\".to_snake_case() # 返回 \"node_2d\"\n" +"\"2nd place\".to_snake_case() # 返回 \"2_nd_place\"\n" +"\"Texture3DAssetFolder\".to_snake_case() # 返回 \"texture_3d_asset_folder\"\n" +"[/gdscript]\n" +"[csharp]\n" +"\"Node2D\".ToSnakeCase(); // 返回 \"node_2d\"\n" +"\"2nd place\".ToSnakeCase(); // 返回 \"2_nd_place\"\n" +"\"Texture3DAssetFolder\".ToSnakeCase(); // 返回 \"texture_3d_asset_folder\"\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "Returns the string converted to [code]UPPERCASE[/code]." +msgstr "返回将该字符串转换为大写 [code]UPPERCASE[/code] 的结果。" + msgid "" "Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] " "encoded [PackedByteArray]. This method is slightly slower than [method " @@ -120218,6 +124061,46 @@ msgstr "" msgid "A built-in type for unique strings." msgstr "唯一字符串内置类型。" +msgid "" +"[StringName]s are immutable strings designed for general-purpose " +"representation of unique names (also called \"string interning\"). Two " +"[StringName]s with the same value are the same object. Comparing them is " +"extremely fast compared to regular [String]s.\n" +"You will usually just pass a [String] to methods expecting a [StringName] and " +"it will be automatically converted, but you may occasionally want to " +"construct a [StringName] ahead of time with the [StringName] constructor or, " +"in GDScript, the literal syntax [code]&\"example\"[/code].\n" +"See also [NodePath], which is a similar concept specifically designed to " +"store pre-parsed scene tree paths.\n" +"All of [String]'s methods are available in this class too. They convert the " +"[StringName] into a string, and they also return a string. This is highly " +"inefficient and should only be used if the string is desired.\n" +"[b]Note:[/b] In C#, an explicit conversion to [code]System.String[/code] is " +"required to use the methods listed on this page. Use the [code]ToString()[/" +"code] method to cast a [StringName] to a string, and then use the equivalent " +"methods in [code]System.String[/code] or [code]StringExtensions[/code].\n" +"[b]Note:[/b] In a boolean context, a [StringName] will evaluate to " +"[code]false[/code] if it is empty ([code]StringName(\"\")[/code]). Otherwise, " +"a [StringName] will always evaluate to [code]true[/code]. The [code]not[/" +"code] operator cannot be used. Instead, [method is_empty] should be used to " +"check for empty [StringName]s." +msgstr "" +"[StringName] 是不可变的字符串,用于唯一名称的通用表示(也叫“字符串内嵌”)。值" +"相同的两个 [StringName] 是同一个对象。进行比较时比普通 [String] 要快很多。\n" +"对于需要 [StringName] 的方法,你通常可以只传 [String],会自动进行转换,不过有" +"时候你可能会想要提前使用 [StringName] 构造函数来构造 [StringName],在 " +"GDScript 中也可以用 [code]&\"example\"[/code] 语法。\n" +"另见 [NodePath],这是与此类似的概念,针对存储预解析的场景树路径设计。\n" +"[String] 的所有方法都在这个类中可用。它们会将 [StringName] 转换为字符串,返回" +"的也是字符串。这样做效率非常低,应该只在需要字符串时使用。\n" +"[b]注意:[/b]在 C# 中,需要显式转换为 [code]System.String[/code] 才能使用本页" +"列出的方法。使用 [code]ToString()[/code] 方法将 [StringName] 转换为字符串,然" +"后使用 [code]System.String[/code] 或 [code]StringExtensions[/code] 中的等效方" +"法。\n" +"[b]注意:[/b]转换为布尔值时,空的 [StringName]([code]StringName(\"\")[/" +"code])为 [code]false[/code],其他 [StringName] 均为 [code]true[/code]。不能使" +"用 [code]not[/code] 运算符。请改用 [method is_empty] 来检查空的 [StringName]。" + msgid "Constructs an empty [StringName]." msgstr "构造空的 [StringName]。" @@ -121334,6 +125217,17 @@ msgstr "" msgid "Removes the index array by expanding the vertex array." msgstr "通过扩展顶点数组移除索引数组。" +msgid "" +"Generates a LOD for a given [param nd_threshold] in linear units (square root " +"of quadric error metric), using at most [param target_index_count] indices.\n" +"[i]Deprecated.[/i] Unused internally and fails to preserve normals or UVs. " +"Consider using [method ImporterMesh.generate_lods] instead." +msgstr "" +"为给定的 [param nd_threshold] 生成 LOD,使用线性单位(四次误差的平方根),最多" +"使用 [param target_index_count] 个索引。\n" +"[i]已弃用。[/i]内部不再使用,并且无法保留法线或 UV。请考虑改用 [method " +"ImporterMesh.generate_lods]。" + msgid "" "Generates normals from vertices so you do not have to do it manually. If " "[param flip] is [code]true[/code], the resulting normals will be inverted. " @@ -121674,6 +125568,26 @@ msgid "" msgstr "" "从系统字体加载的字体。如果未在宿主操作系统上实现,则回退到默认主题字体。" +msgid "" +"[SystemFont] loads a font from a system font with the first matching name " +"from [member font_names].\n" +"It will attempt to match font style, but it's not guaranteed.\n" +"The returned font might be part of a font collection or be a variable font " +"with OpenType \"weight\", \"width\" and/or \"italic\" features set.\n" +"You can create [FontVariation] of the system font for precise control over " +"its features.\n" +"[b]Note:[/b] This class is implemented on iOS, Linux, macOS and Windows, on " +"other platforms it will fallback to default theme font." +msgstr "" +"[SystemFont] 会从系统字体中加载一个字体,该字体是名称能与 [member font_names] " +"匹配的第一个字体。\n" +"会尝试匹配字体样式,但是并不保证。\n" +"返回的字体可能属于某个字体合集,也可能是设置了 OpenType“字重”“宽度”和/或“斜" +"体”特性的可变字体。\n" +"你可以创建系统字体的 [FontVariation],以便对其特征进行精细控制。\n" +"[b]注意:[/b]这个类在 iOS、Linux、macOS、Windows 上实现,在其他平台上会回退到" +"默认主题字体。" + msgid "If set to [code]true[/code], italic or oblique font is preferred." msgstr "" "如果设置为 [code]true[/code],则优先使用斜体(italic)或伪斜体(oblique)。" @@ -123211,6 +127125,15 @@ msgid "" "disabled." msgstr "如果为 [code]true[/code],则禁用 [member editable] 时光标可见。" +msgid "" +"If [code]true[/code], a right-click moves the caret at the mouse position " +"before displaying the context menu.\n" +"If [code]false[/code], the context menu ignores mouse location." +msgstr "" +"如果为 [code]true[/code],则单击右键时会先将文本光标移动到鼠标位置,然后再显示" +"上下文菜单。\n" +"如果为 [code]false[/code],则上下文菜单将忽略鼠标位置。" + msgid "Sets if multiple carets are allowed." msgstr "设置是否允许使用多个文本光标。" @@ -124708,6 +128631,9 @@ msgstr "垂直 RGB 次像素布局。" msgid "Vertical BGR subpixel layout." msgstr "垂直 BGR 次像素布局。" +msgid "Represents the size of the [enum FontLCDSubpixelLayout] enum." +msgstr "代表 [enum FontLCDSubpixelLayout] 枚举的大小。" + msgid "Text direction is determined based on contents and current locale." msgstr "文本的书写方向由根据内容和当前区域设置确定。" @@ -124892,6 +128818,11 @@ msgid "" "not be hidden." msgstr "决定是否应在文本末尾强制添加省略号,该省略号无法被隐藏。" +msgid "" +"Accounts for the text being justified before attempting to trim it (see [enum " +"JustificationFlag])." +msgstr "在尝试修剪文本之前考虑文本是否对齐(请参阅 [enum JustificationFlag])。" + msgid "Grapheme is supported by the font, and can be drawn." msgstr "字素由字体支持,并且可以被绘制。" @@ -125076,6 +129007,9 @@ msgstr "行顶部的间距。" msgid "Spacing at the bottom of the line." msgstr "行底部的间距。" +msgid "Represents the size of the [enum SpacingType] enum." +msgstr "代表 [enum SpacingType] 枚举的大小。" + msgid "Font is bold." msgstr "字体为粗体。" @@ -125356,6 +129290,20 @@ msgstr "使用 [RenderingServer] API 在 [CanvasItem] 上绘制纹理的一部 msgid "Returns the texture height in pixels." msgstr "返回该纹理的高度,单位为像素。" +msgid "" +"Returns an [Image] that is a copy of data from this [Texture2D] (a new " +"[Image] is created each time). [Image]s can be accessed and manipulated " +"directly.\n" +"[b]Note:[/b] This will return [code]null[/code] if this [Texture2D] is " +"invalid.\n" +"[b]Note:[/b] This will fetch the texture data from the GPU, which might cause " +"performance problems when overused." +msgstr "" +"返回一个 [Image],该对象是这个 [Texture2D] 中数据的副本(每次都会新建一个 " +"[Image])。可以直接访问并操作 [Image]。\n" +"[b]注意:[/b]如果该 [Texture2D] 无效,则会返回 [code]null[/code]。\n" +"[b]注意:[/b]这个函数会从 GPU 获取纹理数据,过度使用可能会引起性能问题。" + msgid "Returns the texture size in pixels." msgstr "返回该纹理的大小,单位为像素。" @@ -129408,6 +133356,19 @@ msgstr "仅在触摸屏上可以看到。" msgid "A 2×3 matrix representing a 2D transformation." msgstr "代表 2D 变换的 2×3 矩阵。" +msgid "" +"A 2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can " +"represent transformations such as translation, rotation, and scaling. It " +"consists of three [Vector2] values: [member x], [member y], and the [member " +"origin].\n" +"For a general introduction, see the [url=$DOCS_URL/tutorials/math/" +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +msgstr "" +"用于 2D 线性变换的 2×3 矩阵(2 行 3 列),可以表示平移、旋转、缩放等变换,由三" +"个 [Vector2] 值组成:[member x]、[member y]、[member origin]。\n" +"通用介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]《矩" +"阵与变换》[/url]。" + msgid "" "Constructs a default-initialized [Transform2D] set to [constant IDENTITY]." msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform2D]。" @@ -129695,6 +133656,19 @@ msgstr "" msgid "A 3×4 matrix representing a 3D transformation." msgstr "代表 3D 变换的 3×4 矩阵。" +msgid "" +"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " +"represent transformations such as translation, rotation, and scaling. It " +"consists of a [member basis] (first 3 columns) and a [Vector3] for the " +"[member origin] (last column).\n" +"For a general introduction, see the [url=$DOCS_URL/tutorials/math/" +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +msgstr "" +"用于 3D 线性变换的 3×4 矩阵(3 行 4 列),可以表示平移、旋转、缩放等变换,由 " +"[member basis](前三列)和 [member origin] 的 [Vector3](最后一列)组成。\n" +"通用介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]《矩" +"阵与变换》[/url]。" + msgid "" "Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform3D]。" @@ -131458,6 +135432,264 @@ msgid "" "[Tweener]s." msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。" +msgid "" +"Tweens are mostly useful for animations requiring a numerical property to be " +"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" +"betweening[/i], an animation technique where you specify [i]keyframes[/i] and " +"the computer interpolates the frames that appear between them. Animating " +"something with a [Tween] is called tweening.\n" +"[Tween] is more suited than [AnimationPlayer] for animations where you don't " +"know the final values in advance. For example, interpolating a dynamically-" +"chosen camera zoom value is best done with a [Tween]; it would be difficult " +"to do the same thing with an [AnimationPlayer] node. Tweens are also more " +"light-weight than [AnimationPlayer], so they are very much suited for simple " +"animations or general tasks that don't require visual tweaking provided by " +"the editor. They can be used in a \"fire-and-forget\" manner for some logic " +"that normally would be done by code. You can e.g. make something shoot " +"periodically by using a looped [CallbackTweener] with a delay.\n" +"A [Tween] can be created by using either [method SceneTree.create_tween] or " +"[method Node.create_tween]. [Tween]s created manually (i.e. by using " +"[code]Tween.new()[/code]) are invalid and can't be used for tweening values.\n" +"A tween animation is created by adding [Tweener]s to the [Tween] object, " +"using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " +"before finally calling [method Node.queue_free] to free the sprite. " +"[Tweener]s are executed one after another by default. This behavior can be " +"changed using [method parallel] and [method set_parallel].\n" +"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " +"chained method call can be used to tweak the properties of this [Tweener]. " +"For example, if you want to set a different transition type in the above " +"example, you can use [method set_trans]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween." +"TRANS_SINE)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." +"TRANS_BOUNCE)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)." +"SetTrans(Tween.TransitionType.Sine);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)." +"SetTrans(Tween.TransitionType.Bounce);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Most of the [Tween] methods can be chained this way too. In the following " +"example the [Tween] is bound to the running script's node and a default " +"transition is set for its [Tweener]s:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." +"TRANS_ELASTIC)\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween." +"TransitionType.Elastic);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Another interesting use for [Tween]s is animating arbitrary sets of objects:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"foreach (Node sprite in GetChildren())\n" +" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"In the example above, all children of a node are moved one after another to " +"position (0, 0).\n" +"You should avoid using more than one [Tween] per object's property. If two or " +"more tweens animate one property at the same time, the last one created will " +"take priority and assign the final value. If you want to interrupt and " +"restart an animation, consider assigning the [Tween] to a variable:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween\n" +"func animate():\n" +" if tween:\n" +" tween.kill() # Abort the previous animation.\n" +" tween = create_tween()\n" +"[/gdscript]\n" +"[csharp]\n" +"private Tween _tween;\n" +"\n" +"public void Animate()\n" +"{\n" +" if (_tween != null)\n" +" _tween.Kill(); // Abort the previous animation\n" +" _tween = CreateTween();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Some [Tweener]s use transitions and eases. The first accepts a [enum " +"TransitionType] constant, and refers to the way the timing of the animation " +"is handled (see [url=https://easings.net/]easings.net[/url] for some " +"examples). The second accepts an [enum EaseType] constant, and controls where " +"the [code]trans_type[/code] is applied to the interpolation (in the " +"beginning, the end, or both). If you don't know which transition and easing " +"to pick, you can try different [enum TransitionType] constants with [constant " +"EASE_IN_OUT], and use the one that looks best.\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n" +"[b]Note:[/b] Tweens are not designed to be re-used and trying to do so " +"results in an undefined behavior. Create a new Tween for each animation and " +"every time you replay an animation from start. Keep in mind that Tweens start " +"immediately, so only create a Tween when you want to start animating.\n" +"[b]Note:[/b] The tween is processed after all of the nodes in the current " +"frame, i.e. node's [method Node._process] method would be called before the " +"tween (or [method Node._physics_process] depending on the value passed to " +"[method set_process_mode])." +msgstr "" +"Tween 主要用于需要将一个数值属性插值到一系列值的动画。[i]tween[/i] 这个名字来" +"自 [i]in-betweening[/i],这是一种动画技术,可以在其中指定 [i]关键帧[/i],然后" +"计算机会插入出现在它们之间的帧。使用 [Tween] 制作动画被称为补间动画。\n" +"[Tween] 比 [AnimationPlayer] 更适合事先不知道最终值的动画。例如,插入动态选择" +"的相机缩放值最好使用 [Tween] 完成;很难使用 [AnimationPlayer] 节点做同样的事" +"情。Tween 也比 [AnimationPlayer] 更轻量级,因此它们非常适合简单的动画,或不需" +"要编辑器提供的视觉调整的通用任务。对于通常由代码完成的某些逻辑,它们可以以“即" +"用即弃”的方式使用。例如,可以使用带延迟的循环 [CallbackTweener] 定期射击。\n" +"可以使用 [method SceneTree.create_tween] 或 [method Node.create_tween] 创建 " +"[Tween]。手动创建的 [Tween](即使用 [code]Tween.new()[/code])无效,不能用于对" +"值进行补间。\n" +"通过使用 [method tween_property]、[method tween_interval]、[method " +"tween_callback]、或 [method tween_method],可将 [Tweener] 添加到 [Tween] 对象" +"来创建一个补间动画:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"该序列将使 [code]$Sprite[/code] 节点变红,然后缩小,最后调用 [method Node." +"queue_free] 来释放该精灵。默认情况下,[Tweener] 一个接一个地执行。这种行为可以" +"使用 [method parallel] 和 [method set_parallel] 来更改。\n" +"当使用 [code]tween_*[/code] 方法之一创建 [Tweener] 时,可以使用链式方法调用来" +"调整该 [Tweener] 的属性。例如,如果想在上面的例子中设置一个不同的过渡类型,可" +"以使用 [method set_trans]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween." +"TRANS_SINE)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." +"TRANS_BOUNCE)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)." +"SetTrans(Tween.TransitionType.Sine);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)." +"SetTrans(Tween.TransitionType.Bounce);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"大多数 [Tween] 方法也可以这样链式调用。在下面的示例中,[Tween] 被绑定到运行脚" +"本的节点,并为其 [Tweener] 设置了默认过渡:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." +"TRANS_ELASTIC)\n" +"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite.queue_free)\n" +"[/gdscript]\n" +"[csharp]\n" +"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween." +"TransitionType.Elastic);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" +"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[Tween] 的另一个有趣用途是动画化任意对象集:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"foreach (Node sprite in GetChildren())\n" +" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"在上面的示例中,一个节点的所有子节点都被依次移动到位置 (0, 0)。\n" +"应该避免为对象的同一属性使用多个 [Tween]。如果两个或多个补间同时为同一个属性设" +"置动画,则最后创建的补间将优先使用,并分配最终值。如果要中断并重新启动动画,请" +"考虑将 [Tween] 赋给变量:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween\n" +"func animate():\n" +" if tween:\n" +" tween.kill() # 终止之前的补间动画。\n" +" tween = create_tween()\n" +"[/gdscript]\n" +"[csharp]\n" +"private Tween _tween;\n" +"\n" +"public void Animate()\n" +"{\n" +" if (_tween != null)\n" +" _tween.Kill(); // 终止之前的补间动画。\n" +" _tween = CreateTween();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"一些 [Tweener] 会使用过渡和缓动。第一个接受一个 [enum TransitionType] 常量,指" +"的是处理动画时间的方式(相关示例见 [url=https://easings.net/]easings.net[/" +"url])。第二个接受一个 [enum EaseType] 常量,并控制 [code]trans_type[/code] 应" +"用于插值的位置(在开头、结尾、或两者)。如果不知道该选择哪种过渡和缓动,可以尝" +"试使用 [constant EASE_IN_OUT] 并配合不同 [enum TransitionType] 常量,并使用看" +"起来最好的那个。\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"tween_cheatsheet.webp]补间缓动与过渡类型速查表[/url]\n" +"[b]注意:[/b]Tween 并不是针对重用设计的,尝试重用会造成未定义行为。每次从头开" +"始重新播放每个动画都请新建一个 Tween。请记住,Tween 是会立即开始的,所以请只在" +"需要开始动画时创建 Tween。\n" +"[b]注意:[/b]该补间在当前帧中的所有节点之后进行处理,即节点的 [method Node." +"_process] 方法(或 [method Node._physics_process],具体取决于传递给 [method " +"set_process_mode] 的值)会在补间之前被调用。" + msgid "" "Binds this [Tween] with the given [param node]. [Tween]s are processed " "directly by the [SceneTree], so they run independently of the animated nodes. " @@ -135770,6 +140002,14 @@ msgstr "" "上,而是把车轮的原点(Godot 中的小工具)移到车轮触底时的位置,然后使用剩余长度" "将轮子向下移动到汽车静止时它应该所处位置。" +msgid "" +"This value affects the roll of your vehicle. If set to 1.0 for all wheels, " +"your vehicle will resist body roll, while a value of 0.0 will be prone to " +"rolling over." +msgstr "" +"该值会影响车辆的滚动。如果将所有车轮都设置为 1.0,车辆将抵抗车身侧倾,而值为 " +"0.0 则容易翻车。" + msgid "" "A container that arranges its child controls vertically and wraps them around " "at the borders." diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index 596f6f91008..318566f0061 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -26,12 +26,13 @@ # Skyter Lin , 2023. # longhjues , 2023. # 风青山 , 2023. +# Chang-Chia Tseng , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-12-12 02:37+0000\n" -"Last-Translator: 风青山 \n" +"PO-Revision-Date: 2024-02-12 23:45+0000\n" +"Last-Translator: Chang-Chia Tseng \n" "Language-Team: Chinese (Traditional) \n" "Language: zh_TW\n" @@ -39,7 +40,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Resources" msgstr "資源" @@ -1005,7 +1006,7 @@ msgid "" "@export_flags_2d_render var render_layers: int\n" "[/codeblock]" msgstr "" -"將整數屬性匯出為 2D 渲染層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 " +"將整數屬性匯出為 2D 算繪層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 " "[member ProjectSettings.layer_names/2d_render/layer_1] 中定義的層名稱。\n" "另請參見 [constant PROPERTY_HINT_LAYERS_2D_RENDER]。\n" "[codeblock]\n" @@ -1053,7 +1054,7 @@ msgid "" "@export_flags_3d_render var render_layers: int\n" "[/codeblock]" msgstr "" -"將整數屬性匯出為 3D 渲染層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 " +"將整數屬性匯出為 3D 算繪層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 " "[member ProjectSettings.layer_names/3d_render/layer_1] 中定義的層名稱。\n" "另請參見 [constant PROPERTY_HINT_LAYERS_3D_RENDER]。\n" "[codeblock]\n" @@ -5004,7 +5005,7 @@ msgstr "" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "render layers." -msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 2D 渲染層。" +msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 2D 算繪層。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " @@ -5019,7 +5020,7 @@ msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 2D 導覽層。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "render layers." -msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 3D 渲染層。" +msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 3D 算繪層。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " @@ -5356,7 +5357,7 @@ msgstr "" msgid "" "The property is only shown in the editor if modern renderers are supported " "(the Compatibility rendering method is excluded)." -msgstr "只有在支援現代渲染器(不包含 GLES3)的情況下該屬性才會在編輯器中顯示。" +msgstr "只有在支援現代算繪器(不包含 GLES3)的情況下該屬性才會在編輯器中顯示。" msgid "The property is read-only in the [EditorInspector]." msgstr "該屬性在 [EditorInspector] 中唯讀。" @@ -6275,7 +6276,7 @@ msgstr "" "以配對最小的紋理。\n" "[b]注意:[/b]AnimatedTexture 不支援使用 [AtlasTexture]。 每個影格都需要是一個" "單獨的 [Texture2D]。\n" -"[b]警告:[/b]目前的實作對於現代渲染器來說效率不高。\n" +"[b]警告:[/b]目前的實作對於現代算繪器來說效率不高。\n" "[i]已廢棄。[/i]該類已廢棄,可能在未來的版本中移除。" msgid "Returns the given [param frame]'s duration, in seconds." @@ -11126,7 +11127,7 @@ msgid "" msgstr "" "建立一個新的表面。[method Mesh.get_surface_count] 將成為這個新表面的 " "[code]surf_idx[/code]。\n" -"建立表面以使用 [param primitive] 進行渲染,它可以是 [enum Mesh.PrimitiveType] " +"建立表面以使用 [param primitive] 進行算繪,它可以是 [enum Mesh.PrimitiveType] " "中定義的任何值。\n" "[param arrays] 參數是陣列的陣列。每個 [constant Mesh.ARRAY_MAX] 元素都包含一個" "陣列,其中包含此表面的一些網格資料,如 [enum Mesh.ArrayType] 的相應成員所描述" @@ -11224,8 +11225,8 @@ msgid "" "using a mesh that only contains vertex position data (without normals, UVs, " "colors, etc.)." msgstr "" -"用於渲染陰影並可用於深度預通道的可選網格。可用於通過使用僅包含頂點位置資料(不" -"含法線、UV、顏色等)的網格來提高陰影渲染的性能。" +"用於算繪陰影並可用於深度預通道的可選網格。可用於通過使用僅包含頂點位置資料(不" +"含法線、UV、顏色等)的網格來提高陰影算繪的性能。" msgid "3D polygon shape for use with occlusion culling in [OccluderInstance3D]." msgstr "用於與 [OccluderInstance3D] 中的遮擋剔除一起使用的 3D 多邊形形狀。" @@ -12341,7 +12342,7 @@ msgstr "" "[Texture2D] 資源,只繪製其 [member atlas] 紋理中的由 [member region] 所定義的" "那部分。還可以設定一個額外的 [member margin],這對於小的調整很有用。\n" "可以從同一個[member atlas]中裁剪出多個 [AtlasTexture] 資源。將許多較小的紋理打" -"包成一個單一的大紋理有助於優化影片記憶體成本和渲染呼叫。\n" +"包成一個單一的大紋理有助於優化影片記憶體成本和算繪呼叫。\n" "[b]注意:[/b][AtlasTexture] 不能在 [AnimatedTexture] 中使用,並且當在其他 " "[AtlasTexture] 資源內時,可能無法在 [TextureRect] 等節點中正確平鋪。" @@ -14644,7 +14645,7 @@ msgid "" "features and properties without the need to write shader code. See the " "tutorial below for details." msgstr "" -"這提供了一個預設的材質,具有多種渲染功能和屬性,無需編寫著色器程式碼。詳情請看" +"這提供了一個預設的材質,具有多種算繪功能和屬性,無需編寫著色器程式碼。詳情請看" "下面的教學。" msgid "Standard Material 3D and ORM Material 3D" @@ -14739,7 +14740,7 @@ msgid "" "Enables multichannel signed distance field rendering shader. Use [member " "msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters." msgstr "" -"啟用多通道有符號距離場渲染著色器。使用 [member msdf_pixel_range] 和 [member " +"啟用多通道有符號距離場算繪著色器。使用 [member msdf_pixel_range] 和 [member " "msdf_outline_size] 配置 MSDF 參數。" msgid "Threshold at which antialiasing will be applied on the alpha channel." @@ -14911,11 +14912,11 @@ msgid "" "[b]Note:[/b] Clearcoat rendering is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" -"如果為 [code]true[/code],則啟用清漆渲染。將輔助透明通道新增到照明計算中,從而" +"如果為 [code]true[/code],則啟用清漆算繪。將輔助透明通道新增到照明計算中,從而" "產生一個新增的鏡面反射斑點。這使得材質看起來好像它們表面上有一層透明層,該透明" "層可以是有光澤的也可以是粗糙的。\n" "[b]注意:[/b]如果材質的 [member shading_mode] 為 [constant " -"SHADING_MODE_UNSHADED],則清漆渲染不可見。" +"SHADING_MODE_UNSHADED],則清漆算繪不可見。" msgid "" "Sets the roughness of the clearcoat pass. A higher value results in a rougher " @@ -14943,7 +14944,7 @@ msgid "" "Determines when depth rendering takes place. See [enum DepthDrawMode]. See " "also [member transparency]." msgstr "" -"確定深度渲染發生的時間。參見 [enum DepthDrawMode]。另見 [member " +"確定深度算繪發生的時間。參見 [enum DepthDrawMode]。另見 [member " "transparency]。" msgid "" @@ -15073,7 +15074,7 @@ msgstr "紋理,指定某點的表面發光的程度。" msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance." -msgstr "如果為 [code]true[/code],則無論距離遠近,物件都以相同的大小渲染。" +msgstr "如果為 [code]true[/code],則無論距離遠近,物件都以相同的大小算繪。" msgid "" "If [code]true[/code], enables the vertex grow setting. This can be used to " @@ -15298,7 +15299,7 @@ msgstr "圍繞最小和最大可表示有符號距離之間的形狀的範圍的 msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." -msgstr "如果為 [code]true[/code],深度測試被禁用,物件將按渲染順序繪製。" +msgstr "如果為 [code]true[/code],深度測試被禁用,物件將按算繪順序繪製。" msgid "" "If [code]true[/code], normal mapping is enabled. This has a slight " @@ -15333,7 +15334,7 @@ msgstr "" "忽略藍色和 alpha 通道。從 [member normal_texture] 讀取的法線是圍繞 [Mesh] 所提" "供的表面法線的進行朝向的。\n" "[b]注意:[/b]該網格必須在其頂點資料中同時定義法線和切線。否則法線貼圖將無法正" -"確渲染,只會使整個表面變暗。如果使用 [SurfaceTool] 建立幾何體,可以使用 " +"確算繪,只會使整個表面變暗。如果使用 [SurfaceTool] 建立幾何體,可以使用 " "[method SurfaceTool.generate_normals] 和 [method SurfaceTool." "generate_tangents] 分別自動生成法線和切線。\n" "[b]注意:[/b]Godot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的" @@ -15440,7 +15441,7 @@ msgid "" "[code]0[/code] the light color is used, while [code]1[/code] means albedo " "color is used. An intermediate value generally works best." msgstr "" -"渲染邊緣效果時,混合光照色和反射色的數量。如果 [code]0[/code] 表示使用光色," +"算繪邊緣效果時,混合光照色和反射色的數量。如果 [code]0[/code] 表示使用光色," "[code]1[/code] 表示使用反照色。一般來說,中間值的效果最好。" msgid "" @@ -15476,7 +15477,7 @@ msgid "" "as vertex shading is not implemented yet." msgstr "" "設定是否發生著色,逐圖元、逐頂點或無陰影。逐頂點時照明速度更快,使其成為移動套" -"用程式的最佳選擇,但它看起來比逐圖元時差很多。無陰影渲染是最快的,但會禁用與燈" +"用程式的最佳選擇,但它看起來比逐圖元時差很多。無陰影算繪是最快的,但會禁用與燈" "光的所有互動。\n" "[b]注意:[/b]設定著色模式為頂點著色時目前沒有效果,因為頂點著色還沒有實作。" @@ -15485,7 +15486,7 @@ msgid "" "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " "areas are transparent. Useful for overlaying shadows onto a camera feed in AR." msgstr "" -"如果為 [code]true[/code],啟用“陰影到不透明度”的渲染模式,在該模式下,光照會修" +"如果為 [code]true[/code],啟用“陰影到不透明度”的算繪模式,在該模式下,光照會修" "改 Alpha,使陰影區域不透明,非陰影區域透明。對於在 AR 中把陰影疊加到相機畫面上" "很有用。" @@ -15496,7 +15497,7 @@ msgid "" "[VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these " "sources as well, set [member metallic_specular] to [code]0.0[/code] instead." msgstr "" -"渲染鏡面反射斑點的方法。請參閱 [enum SpecularMode]。\n" +"算繪鏡面反射斑點的方法。請參閱 [enum SpecularMode]。\n" "[b]注意:[/b][member specular_mode] 僅適用於鏡面反射斑點。它不影響來自天空的鏡" "面反射、螢幕空間反射、[VoxelGI]、SDFGI 或 [ReflectionProbe]。要同時禁用來自這" "些源的反射,請將 [member metallic_specular] 設定為 [code]0.0[/code]。" @@ -15593,14 +15594,14 @@ msgstr "" "如果為 [code]true[/code],則啟用 [GPUParticles3D] 尾跡所需的部分著色器以發揮作" "用。這也需要使用具有適當蒙皮的網格,例如 [RibbonTrailMesh] 或 " "[TubeTrailMesh]。在 [GPUParticles3D] 網格中使用的材質之外啟用該功能將破壞材質" -"渲染。" +"算繪。" msgid "" "If [code]true[/code], render point size can be changed.\n" "[b]Note:[/b] This is only effective for objects whose geometry is point-based " "rather than triangle-based. See also [member point_size]." msgstr "" -"如果為 [code]true[/code],可以改變渲染點大小。\n" +"如果為 [code]true[/code],可以改變算繪點大小。\n" "[b]注意:[/b]這僅對幾何形狀基於點而非基於三角形的物件有效。另見 [member " "point_size]。" @@ -15724,10 +15725,10 @@ msgid "" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" -"如果為 [code]true[/code],則頂點顏色被認為使用 sRGB 顏色空間儲存,並在渲染期間" +"如果為 [code]true[/code],則頂點顏色被認為使用 sRGB 顏色空間儲存,並在算繪期間" "被轉換為線性顏色空間。如果為 [code]false[/code],則頂點顏色被認為使用線性顏色" -"空間儲存並按原樣渲染。另見 [member albedo_texture_force_srgb]。\n" -"[b]注意:[/b]僅在使用 Forward+ 和移動渲染方式時有效,不支援相容模式。" +"空間儲存並按原樣算繪。另見 [member albedo_texture_force_srgb]。\n" +"[b]注意:[/b]僅在使用 Forward+ 和移動算繪方式時有效,不支援相容模式。" msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "如果為 [code]true[/code],則使用頂點顏色作為反射率顏色。" @@ -15801,12 +15802,12 @@ msgid "Use [code]UV2[/code] with the detail texture." msgstr "使用 [code]UV2[/code] 與細節紋理。" msgid "The material will not use transparency. This is the fastest to render." -msgstr "該材質將不使用透明度。渲染最快。" +msgstr "該材質將不使用透明度。算繪最快。" msgid "" "The material will use the texture's alpha values for transparency. This is " "the slowest to render, and disables shadow casting." -msgstr "該材質將使用紋理的 Alpha 值作為透明度。渲染最慢,且會禁用陰影投射。" +msgstr "該材質將使用紋理的 Alpha 值作為透明度。算繪最慢,且會禁用陰影投射。" msgid "" "The material will cut off all values below a threshold, the rest will remain " @@ -15815,7 +15816,7 @@ msgid "" "also supports casting shadows." msgstr "" "該材質會將所有低於閾值的值截斷,其餘部分將保持不透明。不透明部分將在深度預通道" -"中渲染。這比 Alpha 混合的渲染速度更快,但比不透明渲染慢。支援投射陰影。" +"中算繪。這比 Alpha 混合的算繪速度更快,但比不透明算繪慢。支援投射陰影。" msgid "" "The material will cut off all values below a spatially-deterministic " @@ -15824,7 +15825,7 @@ msgid "" "shadows. Alpha hashing is suited for hair rendering." msgstr "" "該材質會將所有低於空間確定性閾值的值截斷,其餘部分將保持不透明。這比 Alpha 混" -"合的渲染速度更快,但比不透明渲染慢。支援投射陰影。Alpha 雜湊適合毛髮渲染。" +"合的算繪速度更快,但比不透明算繪慢。支援投射陰影。Alpha 雜湊適合毛髮算繪。" msgid "" "The material will use the texture's alpha value for transparency, but will " @@ -15841,7 +15842,7 @@ msgstr "代表 [enum Transparency] 列舉的大小。" msgid "" "The object will not receive shadows. This is the fastest to render, but it " "disables all interactions with lights." -msgstr "該物件不會接受陰影。渲染速度最快,但會禁用與燈光的所有互動。" +msgstr "該物件不會接受陰影。算繪速度最快,但會禁用與燈光的所有互動。" msgid "" "The object will be shaded per pixel. Useful for realistic shading effects." @@ -15995,9 +15996,9 @@ msgid "" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods." msgstr "" -"頂點顏色被認為使用 sRGB 顏色空間儲存,並在渲染期間轉換為線性顏色空間。另見 " +"頂點顏色被認為使用 sRGB 顏色空間儲存,並在算繪期間轉換為線性顏色空間。另見 " "[member vertex_color_is_srgb]。\n" -"[b]注意:[/b]僅在使用 Forward+ 和移動渲染方式時有效。" +"[b]注意:[/b]僅在使用 Forward+ 和移動算繪方式時有效。" msgid "" "Uses point size to alter the size of primitive points. Also changes the " @@ -16083,10 +16084,10 @@ msgid "" msgstr "" "啟用使 [GPUParticles3D] 尾跡生效所需的部分著色器。這也需要使用具有適當蒙皮的網" "格,例如 [RibbonTrailMesh] 或 [TubeTrailMesh]。在 [GPUParticles3D] 網格中使用" -"的材質之外啟用該功能將破壞材質的渲染。" +"的材質之外啟用該功能將破壞材質的算繪。" msgid "Enables multichannel signed distance field rendering shader." -msgstr "啟用多通道有符號距離場渲染著色器。" +msgstr "啟用多通道有符號距離場算繪著色器。" msgid "Disables receiving depth-based or volumetric fog." msgstr "禁用從其他物件接收陰影。" @@ -16114,7 +16115,7 @@ msgstr "基於粗糙度更改大小的 Toon 斑點。" msgid "" "No specular blob. This is slightly faster to render than other specular modes." -msgstr "沒有鏡面反射斑點。這比其他鏡面反射模式渲染速度稍快。" +msgstr "沒有鏡面反射斑點。這比其他鏡面反射模式算繪速度稍快。" msgid "Billboard mode is disabled." msgstr "公告板模式已禁用。" @@ -17236,7 +17237,7 @@ msgstr "" "[b]注意:[/b]如果使用啟用了 [member FontFile." "multichannel_signed_distance_field] 的字形,其 [member FontFile." "msdf_pixel_range] 必須至少設定為 [theme_item outline_size] 的[i]兩倍[/i],輪廓" -"渲染才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" +"算繪才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" msgid "[Font] of the [Button]'s text." msgstr "該 [Button] 文字的 [Font]。" @@ -17922,7 +17923,7 @@ msgid "" "If [code]true[/code], the camera's rendered view is not affected by its " "[member Node2D.rotation] and [member Node2D.global_rotation]." msgstr "" -"如果為 [code]true[/code] ,相機的渲染視圖不會受到其 [member Node2D.rotation] " +"如果為 [code]true[/code] ,相機的算繪視圖不會受到其 [member Node2D.rotation] " "和 [member Node2D.global_rotation] 的影響。" msgid "" @@ -18037,7 +18038,7 @@ msgstr "" "化,除非字形是[CanvasLayer]的一部分從而使其忽略相機縮放。為了確保文字無論如何" "縮放都保持清晰,你可以通過啟用 [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (僅適用於預設專案字形)來啟" -"用 MSDF 字形渲染,或在自訂字形的動態字形匯入選項中啟用[b]多通道帶符號距離場[/" +"用 MSDF 字形算繪,或在自訂字形的動態字形匯入選項中啟用[b]多通道帶符號距離場[/" "b]。對於系統字形,可以在屬性面板中啟用 [member SystemFont." "multichannel_signed_distance_field] 。" @@ -18094,7 +18095,7 @@ msgid "" "Returns the projection matrix that this camera uses to render to its " "associated viewport. The camera must be part of the scene tree to function." msgstr "" -"返回該相機用於渲染至關聯視口的投影矩陣。相機必須是場景樹的一部分才能正常工作。" +"返回該相機用於算繪至關聯視口的投影矩陣。相機必須是場景樹的一部分才能正常工作。" msgid "Returns the camera's RID from the [RenderingServer]." msgstr "從 [RenderingServer] 返回該相機的 RID。" @@ -18284,8 +18285,8 @@ msgid "" "light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude " "them from global illumination." msgstr "" -"剔除遮罩,描述該相機渲染了哪些 [member VisualInstance3D.layers]。預設情況下," -"20 個使用者可見層全都被渲染。\n" +"剔除遮罩,描述該相機算繪了哪些 [member VisualInstance3D.layers]。預設情況下," +"20 個使用者可見層全都被算繪。\n" "[b]注意:[/b]由於 [member cull_mask] 允許總共儲存 32 個層,因此另外 12 個層僅" "供引擎內部使用,不會在編輯器中公開。使用腳本設定 [member cull_mask] 允許你切換" "那些保留層,這對編輯器外掛程式很有用。\n" @@ -18476,8 +18477,8 @@ msgid "" "renderer. If [code]true[/code], the renderer will automatically determine the " "exposure setting to adapt to the scene's illumination and the observed light." msgstr "" -"如果為 [code]true[/code],啟用場景渲染器的色調對應自動曝光模式。如果為 " -"[code]true[/code],渲染器將自動確定曝光設定,以適應場景的照明和觀察到的光線。" +"如果為 [code]true[/code],啟用場景算繪器的色調對應自動曝光模式。如果為 " +"[code]true[/code],算繪器將自動確定曝光設定,以適應場景的照明和觀察到的光線。" msgid "" "The scale of the auto exposure effect. Affects the intensity of auto exposure." @@ -18527,7 +18528,7 @@ msgid "" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " "rendering methods, not Compatibility." msgstr "" -"[CameraAttributesPhysical] 用於根據基於物理的相機的設定來設定渲染設定。它負責" +"[CameraAttributesPhysical] 用於根據基於物理的相機的設定來設定算繪設定。它負責" "曝光、自動曝光、以及景深。\n" "當在 [WorldEnvironment] 中使用時,它提供了曝光、自動曝光、以及景深的預設設置," "這些設定將由所有沒有自己的 [CameraAttributes] 的相機使用,包括編輯器相機。當" @@ -18537,7 +18538,7 @@ msgstr "" "性。當在 [VoxelGI] 或 [LightmapGI] 中使用時,將只會使用曝光設定。\n" "預設設定適用於室外環境,可在每個設定的文件中找到有關在室內環境中使用的設定的提" "示。\n" -"[b]注意:[/b]景深模糊只支援 Forward+ 和移動渲染方式,不支援相容模式。" +"[b]注意:[/b]景深模糊只支援 Forward+ 和移動算繪方式,不支援相容模式。" msgid "Physical light and camera units" msgstr "物理燈光與相機單位" @@ -18686,7 +18687,7 @@ msgid "" msgstr "" "為比 [member dof_blur_far_distance] 更遠的對象啟用景深模糊。模糊強度由 " "[member dof_blur_amount] 控制並由 [member dof_blur_far_transition] 調變。\n" -"[b]注意:[/b]景深模糊只支援 Forward+ 和移動渲染方式,不支援相容模式。" +"[b]注意:[/b]景深模糊只支援 Forward+ 和移動算繪方式,不支援相容模式。" msgid "" "When positive, distance over which (starting from [member " @@ -18716,7 +18717,7 @@ msgid "" msgstr "" "為比 [member dof_blur_near_distance] 更近的對象啟用景深模糊。模糊強度由 " "[member dof_blur_amount] 控制並由 [member dof_blur_near_transition] 調變。\n" -"[b]注意:[/b]景深模糊只支援 Forward+ 和移動渲染方式,不支援相容模式。" +"[b]注意:[/b]景深模糊只支援 Forward+ 和移動算繪方式,不支援相容模式。" msgid "" "When positive, distance over which blur effect will scale from 0 to [member " @@ -19136,7 +19137,7 @@ msgid "" "distance field texture generation." msgstr "" "在給定位置,繪製一條多通道有符號距離場紋理的紋理矩形區域,可以選擇用一種顏色來" -"調變。有關 MSDF 字形渲染的更多資訊和注意事項,請參閱 [member FontFile." +"調變。有關 MSDF 字形算繪的更多資訊和注意事項,請參閱 [member FontFile." "multichannel_signed_distance_field]。\n" "如果 [param outline] 為正,則區域中圖元的每個 Alpha 通道值都被設定為 [param " "outline] 半徑內真實距離的最大值。\n" @@ -19283,7 +19284,7 @@ msgstr "" "使用分量設定用於繪圖的自訂變換。後續的繪製都會使用這個變換。\n" "[b]注意:[/b][member FontFile.oversampling] [i]不會[/i]考慮 [param scale]。這" "意味著將點陣字型及柵格化(非 MSDF)動態字形放大/縮小會產生模糊或圖元化的結果。" -"要讓文字無論如何縮放都保持清晰,可以啟用 MSDF 字形渲染,方法是啟用 [member " +"要讓文字無論如何縮放都保持清晰,可以啟用 MSDF 字形算繪,方法是啟用 [member " "ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field](僅" "套用於預設專案字形),或者啟用自訂 DynamicFont 的[b]多通道帶符號距離場[/b]匯入" "選項。對於系統字形,可以在屬性面板中啟用 [member SystemFont." @@ -19457,7 +19458,7 @@ msgid "" msgstr "返回從該專案所在的畫布坐標系到 [Viewport] 嵌入坐標系的變換。" msgid "Returns an individual bit on the rendering visibility layer." -msgstr "返回渲染可見層上的某個比特位。" +msgstr "返回算繪可見層上的某個比特位。" msgid "Returns the [World2D] where this item is in." msgstr "返回此物品所在的 [World2D]。" @@ -19524,7 +19525,7 @@ msgid "" "Set/clear individual bits on the rendering visibility layer. This simplifies " "editing this [CanvasItem]'s visibility layer." msgstr "" -"設定或清除渲染可見層上的單個位。這簡化了對該 [CanvasItem] 的可見層的編輯。" +"設定或清除算繪可見層上的單個位。這簡化了對該 [CanvasItem] 的可見層的編輯。" msgid "" "Show the [CanvasItem] if it's currently hidden. This is equivalent to setting " @@ -19542,7 +19543,7 @@ msgstr "允許目前節點裁剪子節點,本質上是充當遮罩。" msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." -msgstr "該 [CanvasItem] 的渲染層,用於回應 [Light2D] 節點。" +msgstr "該 [CanvasItem] 的算繪層,用於回應 [Light2D] 節點。" msgid "The material applied to this [CanvasItem]." msgstr "套用於這個 [CanvasItem] 的材質。" @@ -19603,8 +19604,8 @@ msgid "" "nodes. A [Viewport] will render a [CanvasItem] if it and all its parents " "share a layer with the [Viewport]'s canvas cull mask." msgstr "" -"[Viewport] 節點渲染該 [CanvasItem] 時所使用的渲染層。只有 [CanvasItem] 及其所" -"有父級均與 [Viewport] 的畫布剔除遮罩有交集,該 [Viewport] 才會渲染此 " +"[Viewport] 節點算繪該 [CanvasItem] 時所使用的算繪層。只有 [CanvasItem] 及其所" +"有父級均與 [Viewport] 的畫布剔除遮罩有交集,該 [Viewport] 才會算繪此 " "[CanvasItem]。" msgid "" @@ -19655,7 +19656,7 @@ msgid "" "implement certain UI animations, e.g. a menu where hovered items are scaled " "and should overlap others." msgstr "" -"Z 索引。控制節點的渲染順序。具有較高 Z 索引的節點將顯示在其他節點的前面。必須" +"Z 索引。控制節點的算繪順序。具有較高 Z 索引的節點將顯示在其他節點的前面。必須" "在 [constant RenderingServer.CANVAS_ITEM_Z_MIN] 和 [constant RenderingServer." "CANVAS_ITEM_Z_MAX]之間(包含)。\n" "[b]注意:[/b]改變 [Control] 的 Z 索引只影響繪圖順序,不影響處理輸入事件的順" @@ -19765,7 +19766,7 @@ msgstr "" msgid "" "The manner in which a material's rendering is applied to underlying textures." -msgstr "將材質的渲染套用於基礎紋理的方式。" +msgstr "將材質的算繪套用於基礎紋理的方式。" msgid "The manner in which material reacts to lighting." msgstr "材質對照明的反應方式。" @@ -19838,16 +19839,16 @@ msgstr "混合混合模式。假定顏色已預先乘以 Alpha 值(不透明 msgid "" "Render the material using both light and non-light sensitive material " "properties." -msgstr "使用光敏和非光敏材料屬性渲染材質。" +msgstr "使用光敏和非光敏材料屬性算繪材質。" msgid "Render the material as if there were no light." -msgstr "將材質渲染成沒有光的樣子。" +msgstr "將材質算繪成沒有光的樣子。" msgid "Render the material as if there were only light." -msgstr "將材質渲染成只有光的樣子。" +msgstr "將材質算繪成只有光的樣子。" msgid "A node used for independent rendering of objects within a 2D scene." -msgstr "用於 2D 場景中的物件的獨立渲染的節點。" +msgstr "用於 2D 場景中的物件的獨立算繪的節點。" msgid "" "[CanvasItem]-derived nodes that are direct or indirect children of a " @@ -19981,13 +19982,13 @@ msgid "" "independently." msgstr "" "[CanvasModulate] 將一種色調套用於一張畫布上的所有節點。一張畫布只有一個可用於" -"為畫布著色,但 [CanvasLayer] 可用於獨立渲染事物。" +"為畫布著色,但 [CanvasLayer] 可用於獨立算繪事物。" msgid "The tint color to apply." msgstr "要套用的色調顏色。" msgid "Texture with optional normal and specular maps for use in 2D rendering." -msgstr "用於 2D 渲染的紋理,帶有可選的法線和鏡面貼圖。" +msgstr "用於 2D 算繪的紋理,帶有可選的法線和鏡面貼圖。" msgid "2D Lights and Shadows" msgstr "2D 燈光和陰影" @@ -20705,7 +20706,7 @@ msgstr "" "[/codeblock]" msgid "Font resource used to render glyph." -msgstr "用於渲染字形的字形資源。" +msgstr "用於算繪字形的字形資源。" msgid "" "Number of glyphs in the grapheme cluster. This value is set in the first " @@ -20787,7 +20788,7 @@ msgstr "" "變為選項按鈕,並使用各種 [code]radio_*[/code] 主題屬性。" msgid "The vertical offset used when rendering the check icons (in pixels)." -msgstr "渲染勾選圖示時使用的垂直偏移量(單位:圖元)。" +msgstr "算繪勾選圖示時使用的垂直偏移量(單位:圖元)。" msgid "The check icon to display when the [CheckBox] is checked." msgstr "勾選圖示,該 [CheckBox] 被勾選時顯示。" @@ -20835,7 +20836,7 @@ msgstr "" "另見 [BaseButton],其中包含與該節點相關的通用屬性和方法。" msgid "The vertical offset used when rendering the toggle icons (in pixels)." -msgstr "渲染切換圖示時使用的垂直偏移量(單位:圖元)。" +msgstr "算繪切換圖示時使用的垂直偏移量(單位:圖元)。" msgid "" "The icon to display when the [CheckButton] is checked (for left-to-right " @@ -23843,7 +23844,7 @@ msgid "" "darkening or rendering sprites in HDR)." msgstr "" "允許顏色 R、G、B 分量值超過 1.0,這可用於某些需要它的特殊操作(例如在 HDR 中," -"著色而不變暗或渲染精靈)。" +"著色而不變暗或算繪精靈)。" msgid "" "Allows editing the color with Hue/Saturation/Lightness sliders.\n" @@ -24058,8 +24059,8 @@ msgstr "" "壓縮方法將減少磁片上所需的儲存空間,但它們不會減少 GPU 上的記憶體使用,因為紋" "理未經壓縮地被發送到 GPU。\n" "使用 [b]VRAM 壓縮[/b]還可以縮短載入時間,因為與使用無損或失真壓縮的紋理相比," -"VRAM 壓縮的紋理載入速度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 渲" -"染,而不是 2D。" +"VRAM 壓縮的紋理載入速度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 算" +"繪,而不是 2D。" msgid "Loads the texture from the specified [param path]." msgstr "從指定的路徑 [param path] 載入紋理。" @@ -24088,9 +24089,9 @@ msgstr "" "[CompressedTexture3D] 是 [ImageTexture3D] 的 VRAM 壓縮對應物。" "[CompressedTexture3D] 檔案的檔案副檔名為 [code].ctex3d[/code]。這種檔案格式是 " "Godot 內部使用的;它是通過匯入系統匯入其他圖像格式建立的。\n" -"[CompressedTexture3D] 使用 VRAM 壓縮,這可以在渲染紋理時減少 GPU 的記憶體使用" +"[CompressedTexture3D] 使用 VRAM 壓縮,這可以在算繪紋理時減少 GPU 的記憶體使用" "量。這也縮短了載入時間,因為與使用無失真壓縮的紋理相比,VRAM 壓縮的紋理載入速" -"度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 渲染,而不是 2D。\n" +"度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 算繪,而不是 2D。\n" "有關 3D 紋理的一般描述,請參閱 [Texture3D]。" msgid "The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file." @@ -26114,8 +26115,8 @@ msgid "" "be visibly outside of this control's rectangle will not be rendered and won't " "receive input." msgstr "" -"渲染基於 [CanvasItem] 的子節點時,是否應剪裁到該控制項的矩形中。如果為 " -"[code]true[/code],則子節點顯示在該控制項的矩形範圍之外的部分,不會渲染,也不" +"算繪基於 [CanvasItem] 的子節點時,是否應剪裁到該控制項的矩形中。如果為 " +"[code]true[/code],則子節點顯示在該控制項的矩形範圍之外的部分,不會算繪,也不" "會接收輸入。" msgid "" @@ -26395,7 +26396,7 @@ msgstr "" "元化。為確保無論縮放比例如何,文字都保持清晰,你可以通過啟用 [member " "ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field](僅" "適用於預設專案字形);或在自訂字形的 DynamicFont 的匯入選項中,啟用[b]多通道有" -"符號距離場[/b]來啟用 MSDF 字形渲染。對於系統字形,可以在屬性面板中啟用 " +"符號距離場[/b]來啟用 MSDF 字形算繪。對於系統字形,可以在屬性面板中啟用 " "[member SystemFont.multichannel_signed_distance_field]。\n" "[b]注意:[/b]如果該 Control 節點是 [Container] 節點的子節點,則場景產生實體" "時,縮放將重設為 [code]Vector2(1, 1)[/code]。要在產生實體時設定控制項的縮放," @@ -27305,7 +27306,7 @@ msgid "" "this does not slow down the simulation of the particle system itself." msgstr "" "粒子系統的畫面播放速率被固定為一個值。例如,將值更改為 2 會使粒子以每秒 2 影格" -"的速度渲染。請注意,這並不會降低粒子系統本身的類比速度。" +"的速度算繪。請注意,這並不會降低粒子系統本身的類比速度。" msgid "" "If [code]true[/code], results in fractional delta calculation which has a " @@ -27789,7 +27790,7 @@ msgid "" "this does not slow down the particle system itself." msgstr "" "粒子系統的畫面播放速率被固定為一個值。例如,將值更改為 2 會使粒子以每秒 2 影格" -"的速度渲染。請注意,這並不會降低粒子系統本身的速度。" +"的速度算繪。請注意,這並不會降低粒子系統本身的速度。" msgid "" "Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts " @@ -28262,7 +28263,7 @@ msgid "Prototyping levels with CSG" msgstr "使用 CSG 設計關卡原型" msgid "The material used to render the box." -msgstr "用於渲染盒子的材質。" +msgstr "用於算繪盒子的材質。" msgid "A CSG node that allows you to combine other CSG modifiers." msgstr "允許你組合其他 CSG 修改器的 CSG 節點。" @@ -28315,7 +28316,7 @@ msgid "The height of the cylinder." msgstr "圓柱體的高度。" msgid "The material used to render the cylinder." -msgstr "用於渲染圓柱體的材質。" +msgstr "用於算繪圓柱體的材質。" msgid "The radius of the cylinder." msgstr "圓柱體的半徑。" @@ -28607,7 +28608,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if this is a root shape and is thus the object that " "is rendered." -msgstr "如果這是根形狀,因此是渲染的物件,則返回 [code]true[/code]。" +msgstr "如果這是根形狀,因此是算繪的物件,則返回 [code]true[/code]。" msgid "" "Calculate tangents for the CSG shape which allows the use of normal maps. " @@ -28709,7 +28710,7 @@ msgstr "" "移動一個 CSG 節點,也會大量消耗 CPU,因此在遊戲過程中,應該避免這種情況。" msgid "The material used to render the sphere." -msgstr "用於渲染球體的材質。" +msgstr "用於算繪球體的材質。" msgid "Number of vertical slices for the sphere." msgstr "球體的垂直切片數。" @@ -28747,7 +28748,7 @@ msgid "The inner radius of the torus." msgstr "圓環的內半徑。" msgid "The material used to render the torus." -msgstr "用於渲染圓環的材質。" +msgstr "用於算繪圓環的材質。" msgid "The outer radius of the torus." msgstr "圓環的外半徑。" @@ -28807,7 +28808,7 @@ msgid "" "cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " "equirectangular sky map." msgstr "" -"單個立方體貼圖是由 6 個紋理分層組織的紋理組成的。它們通常用於在 3D 渲染中偽造" +"單個立方體貼圖是由 6 個紋理分層組織的紋理組成的。它們通常用於在 3D 算繪中偽造" "反射(參見 [ReflectionProbe])。可以用來讓物件看起來像是在反射它的周圍環境。與" "其他反射方法相比,這通常能提供更好的性能。\n" "這種資源通常在自訂著色器中用作一個 uniform。很少有 Godot 的核心方法會使用 " @@ -28852,7 +28853,7 @@ msgstr "" "[CubemapArray] 用於多種效果,包括 [Sky]。\n" "要想自己建立這樣的紋理檔,請使用 Godot 編輯器的匯入預設重新匯入你的圖像文" "件。\n" -"[b]注意:[/b][CubemapArray] 在 OpenGL 3 渲染後端中不受支援。" +"[b]注意:[/b][CubemapArray] 在 OpenGL 3 算繪後端中不受支援。" msgid "" "Creates a placeholder version of this resource ([PlaceholderCubemapArray])." @@ -29348,12 +29349,12 @@ msgid "" "[CurveXYZTexture] instead. See also [GradientTexture1D] and " "[GradientTexture2D]." msgstr "" -"渲染提供給它的給定 [Curve]。簡化繪製曲線和/或將它們保存為影像檔的工作。\n" +"算繪提供給它的給定 [Curve]。簡化繪製曲線和/或將它們保存為影像檔的工作。\n" "如果需要在單個紋理中,儲存最多 3 條曲線,請改用 [CurveXYZTexture]。另見 " "[GradientTexture1D] 和 [GradientTexture2D]。" msgid "The [Curve] that is rendered onto the texture." -msgstr "渲染到紋理上的 [Curve]。" +msgstr "算繪到紋理上的 [Curve]。" msgid "" "The format the texture should be generated with. When passing a CurveTexture " @@ -29396,19 +29397,19 @@ msgid "" "If you only need to store one curve within a single texture, use " "[CurveTexture] instead. See also [GradientTexture1D] and [GradientTexture2D]." msgstr "" -"分別在紅色、綠色和藍色通道上,渲染 3 條給定的 [Curve]。與使用單獨的 " +"分別在紅色、綠色和藍色通道上,算繪 3 條給定的 [Curve]。與使用單獨的 " "[CurveTexture] 相比,這進一步簡化了繪製曲線和/或將它們保存為影像檔的任務。\n" "如果只需要在單個紋理中儲存一條曲線,請改用 [CurveTexture]。另見 " "[GradientTexture1D] 和 [GradientTexture2D]。" msgid "The [Curve] that is rendered onto the texture's red channel." -msgstr "渲染到該紋理紅色通道上的 [Curve]。" +msgstr "算繪到該紋理紅色通道上的 [Curve]。" msgid "The [Curve] that is rendered onto the texture's green channel." -msgstr "渲染到該紋理綠色通道上的 [Curve]。" +msgstr "算繪到該紋理綠色通道上的 [Curve]。" msgid "The [Curve] that is rendered onto the texture's blue channel." -msgstr "渲染到該紋理藍色通道上的 [Curve]。" +msgstr "算繪到該紋理藍色通道上的 [Curve]。" msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "表示圓柱形 [PrimitiveMesh] 的類。" @@ -29437,7 +29438,7 @@ msgid "" "always skipped even if [member cap_bottom] is [code]true[/code]." msgstr "" "如果為 [code]true[/code],則在圓柱體底部生成一個蓋子。這可以設定為 " -"[code]false[/code] 以在相機從未看到蓋子時加速生成和渲染。另見 [member " +"[code]false[/code] 以在相機從未看到蓋子時加速生成和算繪。另見 [member " "bottom_radius]。\n" "[b]注意:[/b]如果 [member bottom_radius] 為 [code]0.0[/code],即使 [member " "cap_bottom] 為 [code]true[/code],蓋子生成也會始終被跳過。" @@ -29450,7 +29451,7 @@ msgid "" "always skipped even if [member cap_top] is [code]true[/code]." msgstr "" "如果為 [code]true[/code],則在圓柱體頂部生成一個蓋子。這可以設定為 " -"[code]false[/code] 以在相機從未看到蓋子時加速生成和渲染。另見 [member " +"[code]false[/code] 以在相機從未看到蓋子時加速生成和算繪。另見 [member " "top_radius]。\n" "[b]注意:[/b]如果 [member top_radius] 為 [code]0.0[/code],即使 [member " "cap_top] 為 [code]true[/code],蓋子生成也會始終被跳過。" @@ -29586,10 +29587,10 @@ msgstr "" "[b]注意:[/b]裝飾不會影響底層材質的透明度,無論其透明度模式如何(Alpha 混合、" "Alpha 剪切、Alpha 雜湊、不透明預通)。這意味著材質的半透明或透明區域將保持半透" "明或透明,即使在其上套用不透明裝飾也是如此。\n" -"[b]注意:[/b]裝飾僅在支援 Forward+ 和 Mobile 渲染方式,不支援 Compatibility。" -"使用 Mobile 渲染方式時,每個網格資源上最多只能顯示 8 個裝飾。嘗試在單個網格資" +"[b]注意:[/b]裝飾僅在支援 Forward+ 和 Mobile 算繪方式,不支援 Compatibility。" +"使用 Mobile 算繪方式時,每個網格資源上最多只能顯示 8 個裝飾。嘗試在單個網格資" "源上顯示超過 8 個裝飾,將導致裝飾隨著相機移動而閃爍。\n" -"[b]注意:[/b]當使用 Mobile 渲染方式時,裝飾只會正確影響其可視 AABB 與該裝飾的 " +"[b]注意:[/b]當使用 Mobile 算繪方式時,裝飾只會正確影響其可視 AABB 與該裝飾的 " "AABB 相交的網格。如果使用著色器變形網格,使其超出網格自身的 AABB,則必須增大網" "格上的 [member GeometryInstance3D.extra_cull_margin]。否則,裝飾可能在該網格上" "不可見。" @@ -30928,10 +30929,10 @@ msgid "" "directional shadow rendering)." msgstr "" "陰影分割的最大距離。將這個值增大會讓定向陰影在更遠處可見,代價是整體的陰影細節" -"降低和性能(因為渲染定向陰影時需要包含更多的物體)。" +"降低和性能(因為算繪定向陰影時需要包含更多的物體)。" msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." -msgstr "燈光的陰影渲染演算法。見 [enum ShadowMode]。" +msgstr "燈光的陰影算繪演算法。見 [enum ShadowMode]。" msgid "" "Sets the size of the directional shadow pancake. The pancake offsets the " @@ -30985,7 +30986,7 @@ msgid "" "is the fastest directional shadow mode. May result in blurrier shadows on " "close objects." msgstr "" -"從正交的角度渲染整個場景的陰影圖。這是最快的定向陰影模式。可能會導致近距離物體" +"從正交的角度算繪整個場景的陰影圖。這是最快的定向陰影模式。可能會導致近距離物體" "的陰影更模糊。" msgid "" @@ -31003,7 +31004,7 @@ msgstr "" "將視錐體分成 4 個區域,每個區域都有自己的陰影貼圖。這是最慢的定向陰影模式。" msgid "Makes the light visible in both scene lighting and sky rendering." -msgstr "使燈光在場景照明和天空渲染中都可見。" +msgstr "使燈光在場景照明和天空算繪中都可見。" msgid "" "Makes the light visible in scene lighting only (including direct lighting and " @@ -31039,7 +31040,7 @@ msgstr "" "所有與視窗管理相關的內容都由 [DisplayServer](顯示伺服器)處理。因為一個操作系" "統可能支援多個顯示伺服器,所以與 [OS] 是分開的。\n" "[b]無頭模式:[/b]如果使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/" -"editor/command_line_tutorial.html]命令列參數[/url]啟動引擎,就會禁用所有渲染和" +"editor/command_line_tutorial.html]命令列參數[/url]啟動引擎,就會禁用所有算繪和" "視窗管理功能。此時 [DisplayServer] 的大多數函式都會返回虛擬值。" msgid "Returns the user's clipboard as a string if possible." @@ -31184,7 +31185,7 @@ msgid "" "Returns the unobscured area of the display where interactive controls should " "be rendered. See also [method get_display_cutouts]." msgstr "" -"返回應渲染互動式控制項的顯示器的未遮擋區域。另見 [method " +"返回應算繪互動式控制項的顯示器的未遮擋區域。另見 [method " "get_display_cutouts]。" msgid "" @@ -32864,10 +32865,10 @@ msgstr "" "vsync_mode]。\n" "參閱 [enum DisplayServer.VSyncMode] 瞭解可能的值,以及它們如何影響套用程式的行" "為。\n" -"根據平臺和使用的渲染器,如果不支援所需的模式,引擎將退回到 [constant " +"根據平臺和使用的算繪器,如果不支援所需的模式,引擎將退回到 [constant " "VSYNC_ENABLED]。\n" "[b]注意:[/b]除 [constant VSYNC_ENABLED] 以外的垂直同步模式,僅支援 Forward+ " -"和 Mobile 渲染方式,不支援 Compatibility。" +"和 Mobile 算繪方式,不支援 Compatibility。" msgid "" "When [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set, set offset to the " @@ -33399,7 +33400,7 @@ msgid "" "- iOS: [code]UIView*[/code] for the window main view." msgstr "" "視窗視圖:\n" -"- Windows:視窗的 [code]HDC[/code](僅適用於 GL 相容性渲染器)。\n" +"- Windows:視窗的 [code]HDC[/code](僅適用於 GL 相容性算繪器)。\n" "- macOS:視窗主視圖的 [code]NSView*[/code]。\n" "- iOS:視窗主視圖的 [code]UIView*[/code]。" @@ -33412,7 +33413,7 @@ msgid "" "[code]EGLContext[/code] for the window (ANGLE).\n" "- Android: [code]EGLContext[/code] for the window." msgstr "" -"OpenGL 本文(僅適用於 GL 相容性渲染器):\n" +"OpenGL 本文(僅適用於 GL 相容性算繪器):\n" "- Windows:視窗的 [code]HGLRC[/code]。\n" "- Linux:視窗的 [code]GLXContext*[/code]。\n" "- macOS:視窗的 [code]NSOpenGLContext*[/code]。\n" @@ -36145,8 +36146,8 @@ msgid "" "resolution, otherwise it is always rendered at loDPI resolution and upscaled " "by OS when required." msgstr "" -"如果為 [code]true[/code],則套用程式使用原生顯示器解析度渲染,否則始終使用 " -"loHPI 解析度渲染,必要時由作業系統放大。" +"如果為 [code]true[/code],則套用程式使用原生顯示器解析度算繪,否則始終使用 " +"loHPI 解析度算繪,必要時由作業系統放大。" msgid "Application distribution target." msgstr "套用程式分發目標。" @@ -37966,7 +37967,7 @@ msgid "" "[/codeblocks]" msgstr "" "[EditorInterface] 允許控制 Godot 編輯器的視窗,包括自訂視窗,保存和重新載入場" -"景,渲染網格預覽,檢查和編輯資源和物件,並提供對 [EditorSettings] , " +"景,算繪網格預覽,檢查和編輯資源和物件,並提供對 [EditorSettings] , " "[EditorFileSystem] , [EditorResourcePreview] , [ScriptEditor] ,編輯器視口以" "及場景資訊的存取。\n" "[b]注意:[/b] 這個類不應該被直接產生實體。而是,直接通過名稱存取單例。\n" @@ -38177,7 +38178,7 @@ msgstr "" msgid "" "Returns mesh previews rendered at the given size as an [Array] of " "[Texture2D]s." -msgstr "將以給定大小渲染的網格預覽返回為元素型別為 [Texture2D] 的一個 [Array]。" +msgstr "將以給定大小算繪的網格預覽返回為元素型別為 [Texture2D] 的一個 [Array]。" msgid "Marks the current scene tab as unsaved." msgstr "將目前場景分頁標記為未保存。" @@ -41260,7 +41261,7 @@ msgid "" "FPS. Higher values allow viewing longer periods of profiling in the graphs, " "especially when the project is running at high framerates." msgstr "" -"分析器的影格歷史的大小。如果專案以恒定的 60 FPS 渲染,則預設值(3600)允許查看" +"分析器的影格歷史的大小。如果專案以恒定的 60 FPS 算繪,則預設值(3600)允許查看" "最多 60 秒的分析。更高的值允許在圖表中查看更長時間的分析,尤其是當專案以高影格" "率運作時。" @@ -41603,23 +41604,23 @@ msgid "" "shader is used to fade it progressively." msgstr "" "柵格大小,單位:3D 單位(unit)。較高的值可防止柵格在某些角度出現“截斷”,但會" -"使柵格對渲染的要求更高。根據相機的位置,柵格可能不會完全可見,因為著色器用於逐" +"使柵格對算繪的要求更高。根據相機的位置,柵格可能不會完全可見,因為著色器用於逐" "漸淡化它。" msgid "" "If [code]true[/code], render the grid on an XY plane. This can be useful for " "3D side-scrolling games." msgstr "" -"如果為 [code]true[/code],則在 XY 平面上渲染柵格。可用於 3D 橫向磁碟區軸遊戲。" +"如果為 [code]true[/code],則在 XY 平面上算繪柵格。可用於 3D 橫向磁碟區軸遊戲。" msgid "If [code]true[/code], render the grid on an XZ plane." -msgstr "如果為 [code]true[/code],則在 XZ 平面上渲染柵格。" +msgstr "如果為 [code]true[/code],則在 XZ 平面上算繪柵格。" msgid "" "If [code]true[/code], render the grid on a YZ plane. This can be useful for " "3D side-scrolling games." msgstr "" -"如果為 [code]true[/code],則在 YZ 平面上渲染柵格。可用於 3D 橫向磁碟區軸遊戲。" +"如果為 [code]true[/code],則在 YZ 平面上算繪柵格。可用於 3D 橫向磁碟區軸遊戲。" msgid "" "If [code]true[/code], enables 3-button mouse emulation mode. This is useful " @@ -42272,7 +42273,7 @@ msgid "" "fonts are not designed to look good with anti-aliasing disabled, so it's " "recommended to leave this enabled unless you're using a pixel art font." msgstr "" -"FreeType 的字形抗鋸齒模式,用於渲染編輯器字形。大多數字形在禁用抗鋸齒的情況下" +"FreeType 的字形抗鋸齒模式,用於算繪編輯器字形。大多數字形在禁用抗鋸齒的情況下" "並不好看,所以建議保持啟用,除非你使用的是圖元風字形。" msgid "" @@ -42308,8 +42309,8 @@ msgid "" "positioning mode for all editor fonts, regardless of their size (with [b]One " "Quarter of a Pixel[/b] being the highest-quality option)." msgstr "" -"渲染編輯器字形字形時要使用的子圖元定位模式。這對主字形和程式碼字形都有影響。" -"[b]禁用[/b] ,渲染速度最快,使用的記憶體最少。[b]自動[/b] ,只對小尺寸的字形使" +"算繪編輯器字形字形時要使用的子圖元定位模式。這對主字形和程式碼字形都有影響。" +"[b]禁用[/b] ,算繪速度最快,使用的記憶體最少。[b]自動[/b] ,只對小尺寸的字形使" "用子圖元定位(這裡的好處是最明顯的)。[b]二分之一圖元[/b]和[b]四分之一圖元[/b]" "對所有編輯器字形強制使用相同的子圖元定位模式,無論其大小如何(其中[b]四分之一" "像素[/b]是最高品質的選項)。" @@ -42666,7 +42667,7 @@ msgid "" "project. Accepted strings are \"forward_plus\", \"mobile\" or " "\"gl_compatibility\"." msgstr "" -"建立新專案時預設勾選的渲染器型別。可接受的字串是“forward_plus”、“mobile”、" +"建立新專案時預設勾選的算繪器型別。可接受的字串是“forward_plus”、“mobile”、" "或“gl_compatibility”。" msgid "" @@ -44943,7 +44944,7 @@ msgid "" "get_process_frames]." msgstr "" "返回繪製的總影格數。在無頭平臺上,或者如果通過命令行使用 [code]--disable-" -"render-loop[/code] 禁用渲染迴圈,[method get_frames_drawn] 總是返回 [code]0[/" +"render-loop[/code] 禁用算繪迴圈,[method get_frames_drawn] 總是返回 [code]0[/" "code]。請參閱 [method get_process_frames]。" msgid "Returns the frames per second of the running game." @@ -45012,7 +45013,7 @@ msgid "" "Returns the fraction through the current physics tick we are at the time of " "rendering the frame. This can be used to implement fixed timestep " "interpolation." -msgstr "返回渲染影格時目前物理週期中的分數。可用於實作固定的時間步插值。" +msgstr "返回算繪影格時目前物理週期中的分數。可用於實作固定的時間步插值。" msgid "" "Returns the total number of frames passed since engine initialization which " @@ -45041,7 +45042,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回自引擎初始化以來通過的總影格數,無論渲染迴圈是否啟用,每個[b]處理影格[/b]" +"返回自引擎初始化以來通過的總影格數,無論算繪迴圈是否啟用,每個[b]處理影格[/b]" "都會行進。另見 [method get_frames_drawn] 和 [method get_physics_frames]。\n" "[method get_process_frames] 可用於在不依賴 [Timer] 的情況下,減少運作昂貴的邏" "輯的次數:\n" @@ -45049,7 +45050,7 @@ msgstr "" "[gdscript]\n" "func _process(_delta):\n" " if Engine.get_process_frames() % 2 == 0:\n" -" pass # 此處每 2 個處理(渲染)影格僅運作一次昂貴的邏輯。\n" +" pass # 此處每 2 個處理(算繪)影格僅運作一次昂貴的邏輯。\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" @@ -45058,7 +45059,7 @@ msgstr "" "\n" " if (Engine.GetProcessFrames() % 2 == 0)\n" " {\n" -" // 此處每 2 個處理(渲染)影格僅運作一次昂貴的邏輯。\n" +" // 此處每 2 個處理(算繪)影格僅運作一次昂貴的邏輯。\n" " }\n" "}\n" "[/csharp]\n" @@ -45300,8 +45301,8 @@ msgid "" "See also [member physics_ticks_per_second] and [member ProjectSettings." "application/run/max_fps]." msgstr "" -"每秒可渲染的最大影格數。值為 [code]0[/code] 表示“無限制”。如果 CPU 或 GPU 跟不" -"上專案邏輯和渲染的速度,實際的每秒影格數仍可能低於這個值。\n" +"每秒可算繪的最大影格數。值為 [code]0[/code] 表示“無限制”。如果 CPU 或 GPU 跟不" +"上專案邏輯和算繪的速度,實際的每秒影格數仍可能低於這個值。\n" "限制 FPS 會對降低系統功耗很有説明,可以減少熱量和噪音排放(並延長移動裝置的電" "池壽命)。\n" "如果 [member ProjectSettings.display/window/vsync/vsync_mode] 為 " @@ -45329,8 +45330,8 @@ msgid "" "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." msgstr "" -"控制每個渲染影格所能類比的最大物理步驟數。預設值經過除錯,可以避免“死亡螺旋”," -"防止開銷較大的物理模擬無限觸發開銷更大的模擬。不過如果渲染 FPS 小於 [member " +"控制每個算繪影格所能類比的最大物理步驟數。預設值經過除錯,可以避免“死亡螺旋”," +"防止開銷較大的物理模擬無限觸發開銷更大的模擬。不過如果算繪 FPS 小於 [member " "physics_ticks_per_second] 的 [code]1 / max_physics_steps_per_frame[/code],遊" "戲看上去會是降速的。即便在物理計算中始終使用 [code]delta[/code] 也一樣會發生。" "要避免這種情況,如果增大了 [member physics_ticks_per_second],而且遠大於預設" @@ -45359,8 +45360,8 @@ msgstr "" "該值可以讓輸入變得更加靈敏、也可以繞過碰撞隧道問題,但請記得這麼做也會提升 " "CPU 的佔用率。另請參閱 [member max_fps] 和 [member ProjectSettings.physics/" "common/physics_ticks_per_second]。\n" -"[b]注意:[/b]每個渲染影格最多只能模擬 [member max_physics_steps_per_frame] 個" -"物理週期。如果為了追趕渲染,需要在每個渲染影格中類比更多物理週期,遊戲看上去會" +"[b]注意:[/b]每個算繪影格最多只能模擬 [member max_physics_steps_per_frame] 個" +"物理週期。如果為了追趕算繪,需要在每個算繪影格中類比更多物理週期,遊戲看上去會" "是降速的(即便在物理計算中始終使用 [code]delta[/code])。因此,如果增大了 " "[member physics_ticks_per_second],而且遠大於預設值,那麼建議將 [member " "max_physics_steps_per_frame] 也調大。" @@ -45513,7 +45514,7 @@ msgstr "啟用/禁用分析器時呼叫,提供了一組選項 [param options] msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define multiple " "rendering options." -msgstr "定義渲染選項的資源,用於環境節點(例如 [WorldEnvironment])。" +msgstr "定義算繪選項的資源,用於環境節點(例如 [WorldEnvironment])。" msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define multiple " @@ -45526,7 +45527,7 @@ msgid "" "- Adjustments" msgstr "" "定義環境操作(例如背景 [Sky] 或 [Color]、環境光、霧、景深等)的資源,用於環境" -"節點(例如 [WorldEnvironment])。這些參數會對場景的最終渲染造成影響。操作的順" +"節點(例如 [WorldEnvironment])。這些參數會對場景的最終算繪造成影響。操作的順" "序為:\n" "- 景深模糊\n" "- 輝光\n" @@ -45552,7 +45553,7 @@ msgid "" "even if previous levels aren't enabled." msgstr "" "設定輝光級別 [param idx] 的強度。大於 [code]0.0[/code] 時啟用該級別。每個級別" -"都依賴於前一個級別。這意味著啟用較高的輝光等級會減慢輝光效果的渲染速度,即使之" +"都依賴於前一個級別。這意味著啟用較高的輝光等級會減慢輝光效果的算繪速度,即使之" "前的等級沒有啟用。" msgid "" @@ -45564,9 +45565,9 @@ msgid "" "rendering methods, not Compatibility." msgstr "" "如果為 [code]true[/code],則啟用該資源提供的 [code]adjustment_*[/code] 屬性。" -"如果為 [code]false[/code],則對 [code]adjustment_*[/code] 屬性的修改將不會對渲" -"染場景產生影響。\n" -"[b]注意:[/b]調整僅支援 Forward+ 和 Mobile 渲染方式,不支援 Compatibility。" +"如果為 [code]false[/code],則對 [code]adjustment_*[/code] 屬性的修改將不會對算" +"繪場景產生影響。\n" +"[b]注意:[/b]調整僅支援 Forward+ 和 Mobile 算繪方式,不支援 Compatibility。" msgid "" "The ambient light's [Color]. Only effective if [member " @@ -45602,7 +45603,7 @@ msgstr "" msgid "" "The ambient light source to use for rendering materials and global " "illumination." -msgstr "環境光源,用於渲染材質和全域照明。" +msgstr "環境光源,用於算繪材質和全域照明。" msgid "The ID of the camera feed to show in the background." msgstr "在背景中顯示的相機源的 ID。" @@ -45659,7 +45660,7 @@ msgid "" "The [i]exponential[/i] fog density to use. Higher values result in a more " "dense fog. Fog rendering is exponential as in real life." msgstr "" -"要使用的[i]指數[/i]形式霧密度。值越高霧越密。霧的渲染是指數式的,和現實生活中" +"要使用的[i]指數[/i]形式霧密度。值越高霧越密。霧的算繪是指數式的,和現實生活中" "相同。" msgid "If [code]true[/code], fog effects are enabled." @@ -45688,7 +45689,7 @@ msgid "" "fog_aerial_perspective] is [code]1.0[/code]." msgstr "" "非體積霧影響天空時使用的係數。[code]1.0[/code] 表示霧可以完全遮蔽天空。較低的" -"值會減少霧對天空渲染的影響,[code]0.0[/code] 完全不影響天空的渲染。\n" +"值會減少霧對天空算繪的影響,[code]0.0[/code] 完全不影響天空的算繪。\n" "[b]注意:[/b]如果 [member fog_aerial_perspective] 為 [code]1.0[/code]," "[member fog_sky_affect] 不會有視覺效果。" @@ -45697,7 +45698,7 @@ msgid "" "the fog color depending on the view angle. This can be used to give the " "impression that the sun is \"piercing\" through the fog." msgstr "" -"如果設定為 [code]0.0[/code] 以上,則根據視角以霧色渲染場景的定向光。這可以用來" +"如果設定為 [code]0.0[/code] 以上,則根據視角以霧色算繪場景的定向光。這可以用來" "給人一種太陽正在“穿透”霧的印象。" msgid "The glow blending mode." @@ -45718,8 +45719,8 @@ msgid "" "rendering method." msgstr "" "如果為 [code]true[/code],則啟用輝光效果。\n" -"[b]注意:[/b]只有 Forward+ 和 Mobile 渲染方法支援輝光,Compatibility 不支援。" -"使用 Mobile 渲染方法時,輝光的外觀會有些不同,因為 Mobile 渲染方法可用的動態範" +"[b]注意:[/b]只有 Forward+ 和 Mobile 算繪方法支援輝光,Compatibility 不支援。" +"使用 Mobile 算繪方法時,輝光的外觀會有些不同,因為 Mobile 算繪方法可用的動態範" "圍較低。" msgid "" @@ -45739,17 +45740,17 @@ msgid "" "decreased below [code]1.0[/code] when using glow in 2D, as 2D rendering is " "performed in SDR." msgstr "" -"HDR 輝光的下限閾值。當使用 Mobile 渲染方法時(僅支援較低的動態範圍,最大為 " +"HDR 輝光的下限閾值。當使用 Mobile 算繪方法時(僅支援較低的動態範圍,最大為 " "[code]2.0[/code]),需要低於 [code]1.0[/code] 才能看到輝光。在這種情況下取 " "[code]0.9[/code] 可以達到不錯的效果。在 2D 中使用輝光時也需要降低到 " -"[code]1.0[/code] 以下,因為 2D 渲染使用 SDR。" +"[code]1.0[/code] 以下,因為 2D 算繪使用 SDR。" msgid "" "The overall brightness multiplier of the glow effect. When using the Mobile " "rendering method (which only supports a lower dynamic range up to [code]2.0[/" "code]), this should be increased to [code]1.5[/code] to compensate." msgstr "" -"輝光效果的整體亮度倍數。使用 Mobile 渲染方法時(僅支援較低的動態範圍,最大為 " +"輝光效果的整體亮度倍數。使用 Mobile 算繪方法時(僅支援較低的動態範圍,最大為 " "[code]2.0[/code]),應將其增加到 [code]1.5[/code] 進行補償。" msgid "" @@ -45811,7 +45812,7 @@ msgid "" "[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." msgstr "" "當使用 [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode] 時,它控制源圖" -"像與輝光層混合的程度。[code]0.0[/code] 的值使輝光渲染不可見,而 [code]1.0[/" +"像與輝光層混合的程度。[code]0.0[/code] 的值使輝光算繪不可見,而 [code]1.0[/" "code] 的值等效於 [constant GLOW_BLEND_MODE_REPLACE]。" msgid "" @@ -45828,7 +45829,7 @@ msgid "" "lower dynamic range." msgstr "" "輝光效果的強度。適用於螢幕上的輝光模糊,能夠增加模糊的距離和強度。使用 Mobile " -"渲染方法時應將其提高,對低動態範圍進行補償。" +"算繪方法時應將其提高,對低動態範圍進行補償。" msgid "The reflected (specular) light source." msgstr "反射(鏡面反射)光源。" @@ -45897,7 +45898,7 @@ msgstr "" "(即 SDFGI)。SDFGI 是一種即時全域照明技術,適用於程式生成和使用者建構的關卡," "包括在遊戲過程中建立幾何體的情況。有符號距離場會在相機移動時自動圍繞相機生成。" "支援動態光,但不支援動態遮擋物和自發光表面。\n" -"[b]注意:[/b]SDFGI 只支援 Forward+ 渲染方式,不支援 Mobile 或 " +"[b]注意:[/b]SDFGI 只支援 Forward+ 算繪方式,不支援 Mobile 或 " "Compatibility。\n" "[b]性能:[/b]SDFGI 對 GPU 的要求比較高,不適合集成顯卡等低端硬體(可以考慮 " "[LightmapGI])。要提高 SDFGI 性能,請在專案設定中啟用 [member ProjectSettings." @@ -45994,11 +45995,11 @@ msgid "" "to use for sky rendering. If set to [code]0.0[/code], the same FOV as the " "current [Camera3D] is used for sky rendering." msgstr "" -"如果被設定為大於 [code]0.0[/code] 的值,則會覆蓋用於天空渲染的視野。如果被設置" -"為 [code]0.0[/code],則使用與目前 [Camera3D] 相同的 FOV 進行天空渲染。" +"如果被設定為大於 [code]0.0[/code] 的值,則會覆蓋用於天空算繪的視野。如果被設置" +"為 [code]0.0[/code],則使用與目前 [Camera3D] 相同的 FOV 進行天空算繪。" msgid "The rotation to use for sky rendering." -msgstr "用於天空渲染的旋轉。" +msgstr "用於天空算繪的旋轉。" msgid "" "The screen-space ambient occlusion intensity on materials that have an AO " @@ -46032,7 +46033,7 @@ msgstr "" "焙照明或環境光遮蔽紋理,在大型靜態物件上顯示環境光遮蔽方面效果更好。Godot 使用" "一種稱為自我調整螢幕空間環境光遮蔽的 SSAO 形式,它本身就是一種基於地平線的環境" "光遮蔽形式。\n" -"[b]注意:[/b]SSAO 只支援 Forward+ 渲染方式,不支援 Mobile 或 Compatibility。" +"[b]注意:[/b]SSAO 只支援 Forward+ 算繪方式,不支援 Mobile 或 Compatibility。" msgid "" "The threshold for considering whether a given point on a surface is occluded " @@ -46101,7 +46102,7 @@ msgstr "" "遮蔽的工作方式非常相似,因為它只影響有限的範圍。它旨在與 SDFGI 或 [VoxelGI] 等" "適當的全域照明形式一起使用。螢幕空間間接光照不受單個光源 [member Light3D." "light_indirect_energy] 的影響。\n" -"[b]注意:[/b]SSIL 只支援 Forward+ 渲染方式,不支援 Mobile 或 Compatibility。" +"[b]注意:[/b]SSIL 只支援 Forward+ 算繪方式,不支援 Mobile 或 Compatibility。" msgid "" "The brightness multiplier for the screen-space indirect lighting effect. A " @@ -46152,7 +46153,7 @@ msgid "" msgstr "" "如果為 [code]true[/code],則啟用螢幕空間反射。螢幕空間反射比來自 [VoxelGI] 或 " "[ReflectionProbe] 的反射更準確,但更慢並且不能反射被其他物體遮擋的表面。\n" -"[b]注意:[/b]SSR 只支援 Forward+ 渲染方式,不支援 Mobile 或 Compatibility。" +"[b]注意:[/b]SSR 只支援 Forward+ 算繪方式,不支援 Mobile 或 Compatibility。" msgid "" "The fade-in distance for screen-space reflections. Affects the area from the " @@ -46186,7 +46187,7 @@ msgid "" "rendering on HDR displays yet.)" msgstr "" "要使用的色調對應模式。色調對應是對 HDR 值進行“轉換”的過程,轉換後的值適合在 " -"LDR 顯示器上渲染。(Godot 尚不支援在 HDR 顯示器上進行渲染。)" +"LDR 顯示器上算繪。(Godot 尚不支援在 HDR 顯示器上進行算繪。)" msgid "" "The white reference value for tonemapping (also called \"whitepoint\"). " @@ -46248,7 +46249,7 @@ msgid "" "the very low density." msgstr "" "體積霧的基本[i]指數[/i]密度。將其設定為希望全域擁有的最低密度。[FogVolume] 可" -"用於增加或減少特定區域的密度。霧渲染如同在現實生活中一樣是指數式的。\n" +"用於增加或減少特定區域的密度。霧算繪如同在現實生活中一樣是指數式的。\n" "[code]0.0[/code] 的值會禁用全域體積霧,同時允許 [FogVolume] 在特定區域顯示體積" "霧。\n" "要使體積霧作為一種體積[i]照明[/i]解決方案,請將 [member " @@ -46291,7 +46292,7 @@ msgstr "" "確體積散射。體積霧與 [FogVolume] 和燈光互動,以計算局部和全域的霧。體積霧使用" "一個基於消光、散射、和自發光的 PBR 單一散射模型,它以密度、反照率、和自發光的" "形式暴露給使用者。\n" -"[b]注意:[/b]體積霧只支援 Forward+ 渲染方式,不支援移動和相容模式。" +"[b]注意:[/b]體積霧只支援 Forward+ 算繪方式,不支援移動和相容模式。" msgid "" "Scales the strength of Global Illumination used in the volumetric fog's " @@ -46337,8 +46338,8 @@ msgid "" "volumetric_fog_sky_affect] to [code]1.0[/code]." msgstr "" "使用體積霧影響天空時使用的係數。[code]1.0[/code]表示體積霧可以完全遮蔽天空。較" -"低的值會減少體積霧對天空渲染的影響,[code]0.0[/code] 根本不會影響天空的渲" -"染。\n" +"低的值會減少體積霧對天空算繪的影響,[code]0.0[/code] 根本不會影響天空的算" +"繪。\n" "[b]注意:[/b]即使 [member volumetric_fog_density] 為 [code]0.0[/code]," "[member volumetric_fog_sky_affect] 也會影響 [FogVolume]。如果發現 [FogVolume] " "在仰望天空時正在消失,請將 [member volumetric_fog_sky_affect] 設置為 " @@ -46445,7 +46446,7 @@ msgid "" "colors by this formula: [code]color = color / (1 + color)[/code]. This avoids " "clipping bright highlights, but the resulting image can look a bit dull." msgstr "" -"Reinhardt 色調對應運算子。對渲染後的圖元顏色進行調整,使用的是這個公式:" +"Reinhardt 色調對應運算子。對算繪後的圖元顏色進行調整,使用的是這個公式:" "[code]color = color / (1 + color)[/code]。可以避免對高光的截斷,但最終的圖像可" "能看上去有些寡淡。" @@ -48157,7 +48158,7 @@ msgstr "子節點的垂直分隔量。" msgid "" "A material that controls how volumetric fog is rendered, to be assigned to a " "[FogVolume]." -msgstr "控制體積霧渲染方式的材質,分配到 [FogVolume]。" +msgstr "控制體積霧算繪方式的材質,分配到 [FogVolume]。" msgid "" "A [Material] resource that can be used by [FogVolume]s to draw volumetric " @@ -48657,7 +48658,7 @@ msgstr "" msgid "" "Holds font source data and prerendered glyph cache, imported from a dynamic " "or a bitmap font." -msgstr "存放字形來源資料和預渲染字形的快取,從動態字形或點陣字型匯入。" +msgstr "存放字形來源資料和預算繪字形的快取,從動態字形或點陣字型匯入。" msgid "" "[FontFile] contains a set of glyphs to represent Unicode characters imported " @@ -48734,7 +48735,7 @@ msgid "" "[b]Note:[/b] This function will not remove textures associated with the " "glyphs, use [method remove_texture] to remove them manually." msgstr "" -"從字形快取條目中,移除所有渲染的字形資訊。\n" +"從字形快取條目中,移除所有算繪的字形資訊。\n" "[b]注意:[/b]該函式不會移除與字形相關的紋理,請使用 [method remove_texture] 手" "動移除它們。" @@ -48807,7 +48808,7 @@ msgid "" msgstr "返回 [param char] 的字形索引,可以用 [param variation_selector] 修改。" msgid "Returns list of rendered glyphs in the cache entry." -msgstr "返回快取條目中的已渲染字形列表。" +msgstr "返回快取條目中的已算繪字形列表。" msgid "Returns glyph offset from the baseline." msgstr "返回字形的基線偏移量。" @@ -48894,7 +48895,7 @@ msgid "" "[b]Note:[/b] This function will not remove textures associated with the " "glyphs, use [method remove_texture] to remove them manually." msgstr "" -"從快取條目中移除指定的渲染的字形資訊。\n" +"從快取條目中移除指定的算繪的字形資訊。\n" "[b]注意:[/b]該函式不會移除與字形相關的紋理,請使用 [method remove_texture] 手" "動移除它們。" @@ -48920,10 +48921,10 @@ msgstr "" "移除它們。" msgid "Renders specified glyph to the font cache texture." -msgstr "將指定的字元渲染到字形快取紋理。" +msgstr "將指定的字元算繪到字形快取紋理。" msgid "Renders the range of characters to the font cache texture." -msgstr "將範圍內的字元渲染到字形快取紋理。" +msgstr "將範圍內的字元算繪到字形快取紋理。" msgid "Sets the font ascent (number of pixels above the baseline)." msgstr "設定字形的升部(基線上方的圖元數)。" @@ -49067,8 +49068,8 @@ msgid "" "precision, but are slower to render and require more memory. Only increase " "this value if you notice a visible lack of precision in glyph rendering." msgstr "" -"用於生成 MSDF 紋理的源字形大小。較高的值允許更高的精度,但渲染速度較慢並且需要" -"更多記憶體。只有當注意到字形渲染中明顯缺乏精度時,才增加該屬性的值。" +"用於生成 MSDF 紋理的源字形大小。較高的值允許更高的精度,但算繪速度較慢並且需要" +"更多記憶體。只有當注意到字形算繪中明顯缺乏精度時,才增加該屬性的值。" msgid "" "If set to [code]true[/code], glyphs of all sizes are rendered using single " @@ -49088,7 +49089,7 @@ msgid "" "downloading the font file directly from the type foundry instead of relying " "on Google Fonts." msgstr "" -"如果被設定為 [code]true[/code],則所有大小的字形進行渲染時,都使用從動態字形向" +"如果被設定為 [code]true[/code],則所有大小的字形進行算繪時,都使用從動態字形向" "量資料中生成的單個多通道帶符號距離場(MSDF)。由於這種方法不依賴於在每次字體大" "小發生變化時,對字形進行柵格化,因此可以即時調整字形大小而不會造成任何性能損" "失。對於按比例縮小的 [Control](或從遠距離查看的 [Label3D]),文字也不會看起來" @@ -49096,7 +49097,7 @@ msgstr "" "形的清晰度和可讀性較差。\n" "[b]注意:[/b]如果使用字形輪廓,[member msdf_pixel_range] 必須至少設定為最大字" "體輪廓大小的[i]兩倍[/i]。\n" -"[b]注意:[/b]MSDF 字形渲染不能正確渲染具有重疊形狀的字形。根據 OpenType 標准," +"[b]注意:[/b]MSDF 字形算繪不能正確算繪具有重疊形狀的字形。根據 OpenType 標准," "重疊形狀是無效的,但在許多字形檔中仍然很常見,尤其是那些由 Google 字形轉換的字" "形檔。為避免字形重疊的問題,請考慮直接從字形開發公司下載字形檔,而不是依賴 " "Google 字形。" @@ -50228,7 +50229,7 @@ msgid "" msgstr "" "用於整個幾何體的全域照明模式。為避免結果不一致,請在遊戲過程中,使用與網格用途" "相配對的模式(靜態/動態)。\n" -"[b]注意:[/b]燈光的烘焙模式,也會影響全域照明渲染。請參閱 [member Light3D." +"[b]注意:[/b]燈光的烘焙模式,也會影響全域照明算繪。請參閱 [member Light3D." "light_bake_mode]。" msgid "" @@ -50241,7 +50242,7 @@ msgid "" "-10000, -10000, 20000, 20000, 20000)[/code]." msgstr "" "如果為 [code]true[/code],則禁用這個實例的遮擋剔除。可用於即便開啟遮擋剔除也必" -"須渲染的小工具。\n" +"須算繪的小工具。\n" "[b]注意:[/b][member ignore_occlusion_culling] 不會影響視錐剔除(物件因為相機" "的角度而不可見時觸發)。要避免視錐剔除,請將 [member custom_aabb] 設定為很大" "的 AABB,覆蓋住整個遊戲世界,例如 [code]AABB(-10000, -10000, -10000, 20000, " @@ -50264,7 +50265,7 @@ msgid "" "other active material for all the surfaces." msgstr "" "整個幾何體的材質覆蓋層。\n" -"如果一個材質被分配給這個屬性,它將會被渲染在所有表面的任何其他活動材質之上。" +"如果一個材質被分配給這個屬性,它將會被算繪在所有表面的任何其他活動材質之上。" msgid "" "The material override for the whole geometry.\n" @@ -50292,9 +50293,9 @@ msgid "" msgstr "" "套用於整個幾何體的透明度(作為材質現有透明度的乘數)。[code]0.0[/code] 是完全" "不透明的,而 [code]1.0[/code] 是完全透明的。大於 [code]0.0[/code](不含)的值" -"將強制幾何體的材質通過透明管道,這會導致渲染速度變慢,並且可能會因不正確的透明" -"度排序而出現渲染問題。但是,與使用透明材質不同的是,將 [member transparency] " -"設定為大於 [code]0.0[/code](不含)的值並[i]不會[/i]禁用陰影渲染。\n" +"將強制幾何體的材質通過透明管道,這會導致算繪速度變慢,並且可能會因不正確的透明" +"度排序而出現算繪問題。但是,與使用透明材質不同的是,將 [member transparency] " +"設定為大於 [code]0.0[/code](不含)的值並[i]不會[/i]禁用陰影算繪。\n" "在空間著色器中,[code]1.0 - transparency[/code] 被設定為內建 [code]ALPHA[/" "code] 的預設值。\n" "[b]注意:[/b][member transparency] 被鉗制在 [code]0.0[/code] 和 [code]1.0[/" @@ -50374,7 +50375,7 @@ msgid "" "into account when shadow casting." msgstr "" "將從 GeometryInstance3D 中的所有可見面投射陰影。\n" -"將考慮剔除,因此在陰影投射時,不會考慮那些不會被渲染的面。" +"將考慮剔除,因此在陰影投射時,不會考慮那些不會被算繪的面。" msgid "" "Will cast shadows from all visible faces in the GeometryInstance3D.\n" @@ -51752,7 +51753,7 @@ msgid "" "samplers in GLTF specify how to sample data from the texture's base image, " "when rendering the texture on an object." msgstr "" -"表示由基本 GLTF 規範定義的紋理取樣器。GLTF 中的紋理取樣器指定在物件上渲染紋理" +"表示由基本 GLTF 規範定義的紋理取樣器。GLTF 中的紋理取樣器指定在物件上算繪紋理" "時,如何從紋理的基礎圖像中取樣資料。" msgid "" @@ -51824,7 +51825,7 @@ msgid "" "rendering thread. Calling it often may have a negative impact on performance." msgstr "" "傳回一個包含所有現有粒子位置的矩形。\n" -"[b]注意:[/b] 當使用執行緒渲染時,此方法會同步渲染執行緒。經常呼叫可能會對效能" +"[b]注意:[/b] 當使用執行緒算繪時,此方法會同步算繪執行緒。經常呼叫可能會對效能" "產生負面影響。" msgid "Sets this node's properties to match a given [CPUParticles2D] node." @@ -51891,7 +51892,7 @@ msgid "" "increased mesh complexity. See also [member trail_sections]. Only effective " "if [member trail_enabled] is [code]true[/code]." msgstr "" -"用於粒子尾跡渲染的細分數。較高的值可以產生更平滑的尾跡曲線,但由於增加了網格的" +"用於粒子尾跡算繪的細分數。較高的值可以產生更平滑的尾跡曲線,但由於增加了網格的" "複雜度,因此會犧牲性能。另見 [member trail_sections]。僅當 [member " "trail_enabled] 為 [code]true[/code] 時有效。" @@ -51901,7 +51902,7 @@ msgid "" "increased mesh complexity. See also [member trail_section_subdivisions]. Only " "effective if [member trail_enabled] is [code]true[/code]." msgstr "" -"用於粒子軌跡渲染的部分數。較高的值可以產生更平滑的尾跡曲線,但由於增加了網格的" +"用於粒子軌跡算繪的部分數。較高的值可以產生更平滑的尾跡曲線,但由於增加了網格的" "複雜度,因此會犧牲性能。另見 [member trail_section_subdivisions]。僅當 " "[member trail_enabled] 為 [code]true[/code] 時有效。" @@ -51992,7 +51993,7 @@ msgid "[Mesh] that is drawn for the fourth draw pass." msgstr "第四繪製階段所繪製的 [Mesh]。" msgid "The number of draw passes when rendering particles." -msgstr "渲染粒子時的繪製階段數。" +msgstr "算繪粒子時的繪製階段數。" msgid "" "Time ratio between each emission. If [code]0[/code], particles are emitted " @@ -52092,7 +52093,7 @@ msgid "" "setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the " "[GPUParticles3D] node." msgstr "" -"將受吸引器影響的粒子渲染層([member VisualInstance3D.layers])。預設情況下,所" +"將受吸引器影響的粒子算繪層([member VisualInstance3D.layers])。預設情況下,所" "有粒子都受吸引子器影響。\n" "相應地配置粒子節點後,可以取消勾選特定層,以防止某些粒子受到吸引器的影響。例" "如,如果將吸引器用作法術效果的一部分,但不希望吸引器影響同一位置的不相關天氣粒" @@ -52269,7 +52270,7 @@ msgid "" "setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the " "[GPUParticles3D] node." msgstr "" -"將受碰撞形狀影響的粒子渲染層([member VisualInstance3D.layers])。預設情況下," +"將受碰撞形狀影響的粒子算繪層([member VisualInstance3D.layers])。預設情況下," "所有 [member ParticleProcessMaterial.collision_mode] 設定為 [constant " "ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial." "COLLISION_HIDE_ON_CONTACT] 的粒子都將受到碰撞形狀的影響。\n" @@ -53638,7 +53639,7 @@ msgstr "" "及可選的碰撞和導覽形狀。\n" "GridMap 包含一組儲存格。每個柵格儲存格引用 [MeshLibrary] 中的一個圖塊。地圖中" "的所有儲存格都具有相同的大小。\n" -"在內部,GridMap 會根據卦限進行拆分,形成卦限的稀疏合集,能夠進行高效的渲染和物" +"在內部,GridMap 會根據卦限進行拆分,形成卦限的稀疏合集,能夠進行高效的算繪和物" "理處理。每個卦限的大小是相同的,可以包含多個儲存格。\n" "[b]注意:[/b]GridMap 不是從 [VisualInstance3D] 擴充的,因此不能基於 [member " "VisualInstance3D.layers] 隱藏或剔除遮罩。如果使燈光不影響第一層,則整個 " @@ -56804,7 +56805,7 @@ msgstr "" "var image: Image = texture.get_image()\n" "[/codeblock]\n" "[ImageTexture] 並不意味著直接在編輯器介面中進行操作,主要用於通過程式碼在螢幕" -"上動態渲染圖像。如果需要從編輯器中按程式生成圖像,請考慮實作一個新的 " +"上動態算繪圖像。如果需要從編輯器中按程式生成圖像,請考慮實作一個新的 " "[EditorImportPlugin],將圖像保存和匯入為自訂紋理資源。\n" "[b]注意:[/b]由於圖形硬體限制,最大紋理大小為 16384×16384 圖元。" @@ -57055,7 +57056,7 @@ msgstr "返回為一個表面啟動 lod 的螢幕比率。" msgid "" "Returns a [Material] in a given surface. Surface is rendered using this " "material." -msgstr "返回給定面的 [Material] 材質。面將由該材質來渲染。" +msgstr "返回給定面的 [Material] 材質。面將由該材質來算繪。" msgid "" "Returns the primitive type of the requested surface (see [method " @@ -57068,7 +57069,7 @@ msgstr "設定該網格的大小提示,以便在 UV 空間中展開光照貼 msgid "" "Sets a [Material] for a given surface. Surface will be rendered using this " "material." -msgstr "設定給定面的 [Material] 材質。該面將會使用此材質渲染。" +msgstr "設定給定面的 [Material] 材質。該面將會使用此材質算繪。" msgid "A singleton for handling inputs." msgstr "用於處理輸入的單例。" @@ -57488,7 +57489,7 @@ msgstr "" "設定自訂滑鼠游標圖像,該圖像僅在遊戲視窗內可見。還可以指定熱點。將 " "[code]null[/code] 傳遞給 image 參數將重設為系統游標。形狀列表見 [enum " "CursorShape]。\n" -"[param image] 的大小必須小於等於 256×256。為了避免渲染問題,建議使用小於等於 " +"[param image] 的大小必須小於等於 256×256。為了避免算繪問題,建議使用小於等於 " "128×128 的大小。\n" "[param hotspot] 必須在 [param image] 的大小範圍內。\n" "[b]注意:[/b]不支援使用 [AnimatedTexture] 作為自訂滑鼠游標。如果使用 " @@ -57641,8 +57642,8 @@ msgid "" "[b]Note:[/b] Input accumulation is [i]enabled[/i] by default." msgstr "" "如果為 [code]true[/code],則作業系統發送的相似輸入事件將被累積。當輸入累積被啟" -"用時,在影格期間內所有生成的輸入事件,將在影格完成渲染時被合併並行出。因此,這" -"會將每秒輸入方法被呼叫的數量限制為渲染 FPS。\n" +"用時,在影格期間內所有生成的輸入事件,將在影格完成算繪時被合併並行出。因此,這" +"會將每秒輸入方法被呼叫的數量限制為算繪 FPS。\n" "輸入累積可以被禁用,以增加 CPU 使用率為代價,獲得稍微更具精確性/反應性的輸入。" "在需要徒手繪製線條的套用程式中,輸入累積通常應在使用者繪製線條時被禁用,以獲得" "與實際輸入非常接近的結果。\n" @@ -58513,7 +58514,7 @@ msgid "" msgstr "" "儲存滑鼠或筆的運動資訊。支援相對位置、絕對位置和速度。見 [method Node." "_input]。\n" -"[b]注意:[/b]預設情況下,該事件每個渲染影格最多只會發出一個。如果你需要更精確" +"[b]注意:[/b]預設情況下,該事件每個算繪影格最多只會發出一個。如果你需要更精確" "的輸入彙報,請將 [member Input.use_accumulated_input] 設定為 [code]false[/" "code],盡可能頻繁地發出事件。如果你使用 InputEventMouseMotion 來畫線,請考慮同" "時實作[url=https://zh.wikipedia.org/zh-cn/" @@ -59809,7 +59810,7 @@ msgstr "" "[b]注意:[/b]如果使用啟用了 [member FontFile." "multichannel_signed_distance_field] 的字形,其 [member FontFile." "msdf_pixel_range] 必須至少設定為 [theme_item outline_size] 的[i]兩倍[/i],輪廓" -"渲染才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" +"算繪才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" msgid "The vertical spacing between items." msgstr "專案選單之間的垂直間距。" @@ -60806,7 +60807,7 @@ msgid "" msgstr "" "[Label3D] 文字的字形大小。為了讓字形在近距離時看起來更細膩,可增加 [member " "font_size],同時減小 [member pixel_size]。\n" -"較大的字形大小需要更多時間來渲染新字元,這可能會導致在遊戲過程中卡頓。" +"較大的字形大小需要更多時間來算繪新字元,這可能會導致在遊戲過程中卡頓。" msgid "Vertical space between lines in multiline [Label3D]." msgstr "多行 [Label3D] 中,行與行之間的垂直間距。" @@ -60830,7 +60831,7 @@ msgid "" "This is because opaque objects are not sorted, while transparent objects are " "sorted from back to front (subject to priority)." msgstr "" -"設定文字輪廓的渲染優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n" +"設定文字輪廓的算繪優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n" "[b]注意:[/b]僅在 [member alpha_cut] 為 [constant ALPHA_CUT_DISABLED](預設" "值)時適用。\n" "[b]注意:[/b]僅適用於透明物體的排序。這不會影響透明物體相對於不透明物體的排序" @@ -60857,7 +60858,7 @@ msgid "" "This is because opaque objects are not sorted, while transparent objects are " "sorted from back to front (subject to priority)." msgstr "" -"設定文字的渲染優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n" +"設定文字的算繪優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n" "[b]注意:[/b]僅在 [member alpha_cut] 為 [constant ALPHA_CUT_DISABLED](預設" "值)時適用。\n" "[b]注意:[/b]僅適用於透明物體的排序。這不會影響透明物體相對於不透明物體的排序" @@ -61080,7 +61081,7 @@ msgid "" "shadow_filter_smooth] only has an effect if [member shadow_filter] is " "[constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13]." msgstr "" -"陰影的平滑值。更高的值將導致更柔和的陰影,代價是在陰影渲染中可能出現可見的條" +"陰影的平滑值。更高的值將導致更柔和的陰影,代價是在陰影算繪中可能出現可見的條" "紋。只有在 [member shadow_filter] 為 [constant SHADOW_FILTER_PCF5] 或 " "[constant SHADOW_FILTER_PCF13] 時,[member shadow_filter_smooth] 才有效果。" @@ -61098,14 +61099,14 @@ msgid "" "No filter applies to the shadow map. This provides hard shadow edges and is " "the fastest to render. See [member shadow_filter]." msgstr "" -"不對陰影貼圖套用篩選。提供較硬的陰影邊緣,渲染速度最快。見 [member " +"不對陰影貼圖套用篩選。提供較硬的陰影邊緣,算繪速度最快。見 [member " "shadow_filter]。" msgid "" "Percentage closer filtering (5 samples) applies to the shadow map. This is " "slower compared to hard shadow rendering. See [member shadow_filter]." msgstr "" -"對陰影貼圖使用百分比接近篩選(5 個樣本)。與硬陰影渲染相比較慢。見 [member " +"對陰影貼圖使用百分比接近篩選(5 個樣本)。與硬陰影算繪相比較慢。見 [member " "shadow_filter]。" msgid "" @@ -61203,7 +61204,7 @@ msgid "" msgstr "" "燈光陰影截止處與相機的距離(單位為 3D 單位)。將該屬性設定為低於 [member " "distance_fade_begin] + [member distance_fade_length] 的值,以進一步提高性能," -"因為陰影渲染通常比光線渲染本身更昂貴。\n" +"因為陰影算繪通常比光線算繪本身更昂貴。\n" "[b]注意:[/b]僅對 [OmniLight3D] 和 [SpotLight3D] 有效,且僅在 [member " "shadow_enabled] 為 [code]true[/code] 時有效。" @@ -61225,7 +61226,7 @@ msgstr "" "以上,將由於 PCSS 而產生明顯的性能成本。\n" "[b]注意:[/b][member light_angular_distance] 不受 [member Node3D.scale](燈光" "的縮放或其父級的縮放)的影響。\n" -"[b]注意:[/b]定向光的 PCSS 僅支援 Forward+ 渲染方式,不支援 Mobile 或 " +"[b]注意:[/b]定向光的 PCSS 僅支援 Forward+ 算繪方式,不支援 Mobile 或 " "Compatibility。" msgid "" @@ -61234,8 +61235,8 @@ msgid "" "[b]Note:[/b] Meshes' global illumination mode will also affect the global " "illumination rendering. See [member GeometryInstance3D.gi_mode]." msgstr "" -"燈光的烘焙模式。會影響對燈光渲染有影響的全域照明技術。見 [enum BakeMode]。\n" -"[b]注意:[/b]網格的全域照明模式也會影響全域照明渲染。見 [member " +"燈光的烘焙模式。會影響對燈光算繪有影響的全域照明技術。見 [enum BakeMode]。\n" +"[b]注意:[/b]網格的全域照明模式也會影響全域照明算繪。見 [member " "GeometryInstance3D.gi_mode]。" msgid "" @@ -61331,7 +61332,7 @@ msgstr "" "[b]注意:[/b]不像 [BaseMaterial3D] 的篩檢程式模式可以在每個材質的基礎上進行調" "整,燈光投影儀紋理的篩檢程式模式是通過 [member ProjectSettings.rendering/" "textures/light_projectors/filter] 全域設定的。\n" -"[b]注意:[/b]燈光投影儀紋理僅支援 Forward+ 和 Mobile 渲染方法,不支援 " +"[b]注意:[/b]燈光投影儀紋理僅支援 Forward+ 和 Mobile 算繪方法,不支援 " "Compatibility。" msgid "" @@ -61352,7 +61353,7 @@ msgstr "" "[code]0.0[/code] 以上,將由於 PCSS 而產生明顯的性能成本。\n" "[b]注意:[/b][member light_size] 不受 [member Node3D.scale](燈光的縮放或其父" "級的縮放)的影響。\n" -"[b]注意:[/b]定位光的 PCSS 僅支援 Forward+ 和 Mobile 渲染方法,不支援 " +"[b]注意:[/b]定位光的 PCSS 僅支援 Forward+ 和 Mobile 算繪方法,不支援 " "Compatibility。" msgid "" @@ -61420,7 +61421,7 @@ msgid "" "distance_fade_enabled] to hide the light when far away from the [Camera3D]." msgstr "" "如果為 [code]true[/code],則燈光將投射即時陰影。這具有顯著的性能成本。僅當陰影" -"渲染對場景外觀產生明顯影響時,才啟用陰影渲染,並考慮在遠離 [Camera3D] 時使用 " +"算繪對場景外觀產生明顯影響時,才啟用陰影算繪,並考慮在遠離 [Camera3D] 時使用 " "[member distance_fade_enabled] 隱藏該燈光。" msgid "" @@ -61438,7 +61439,7 @@ msgid "" "[code]1.0[/code] make the light appear through shadows. This can be used to " "fake global illumination at a low performance cost." msgstr "" -"渲染燈光的陰影貼圖時使用的不透明度。低於 [code]1.0[/code] 的值會使光線透過陰影" +"算繪燈光的陰影貼圖時使用的不透明度。低於 [code]1.0[/code] 的值會使光線透過陰影" "出現。這可以用於以較低的性能成本,偽造全域照明。" msgid "" @@ -61578,51 +61579,6 @@ msgstr "" msgid "Computes and stores baked lightmaps for fast global illumination." msgstr "計算並儲存烘焙光照貼圖,以實作快速全域照明。" -msgid "" -"The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps " -"are used to provide high-quality indirect lighting with very little light " -"leaking. [LightmapGI] can also provide rough reflections using spherical " -"harmonics if [member directional] is enabled. Dynamic objects can receive " -"indirect lighting thanks to [i]light probes[/i], which can be automatically " -"placed by setting [member generate_probes_subdiv] to a value other than " -"[constant GENERATE_PROBES_DISABLED]. Additional lightmap probes can also be " -"added by creating [LightmapProbe] nodes. The downside is that lightmaps are " -"fully static and cannot be baked in an exported project. Baking a " -"[LightmapGI] node is also slower compared to [VoxelGI].\n" -"[b]Procedural generation:[/b] Lightmap baking functionality is only available " -"in the editor. This means [LightmapGI] is not suited to procedurally " -"generated or user-built levels. For procedurally generated or user-built " -"levels, use [VoxelGI] or SDFGI instead (see [member Environment." -"sdfgi_enabled]).\n" -"[b]Performance:[/b] [LightmapGI] provides the best possible run-time " -"performance for global illumination. It is suitable for low-end hardware " -"including integrated graphics and mobile devices.\n" -"[b]Note:[/b] Due to how lightmaps work, most properties only have a visible " -"effect once lightmaps are baked again.\n" -"[b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not " -"supported, as these cannot store UV2 data required for baking.\n" -"[b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only " -"be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL." -msgstr "" -"[LightmapGI] 節點用於計算和儲存烘焙的光照貼圖。光照貼圖用於提供高品質的間接照" -"明,並且漏光很少。如果啟用 [member directional],[LightmapGI] 還可以使用球諧函" -"式,以提供粗略的反射。由於[i]光照探查[/i],動態物體可以接收間接光照,可以通過" -"將 [member generate_probes_subdiv] 設定為 [constant GENERATE_PROBES_DISABLED] " -"以外的值,來自動放置光照探查。也可以通過建立 [LightmapProbe] 節點,來新增額外" -"的光照貼圖探查。缺點是光照貼圖是完全靜態的,不能在匯出的專案中烘焙。與 " -"[VoxelGI] 相比,烘焙 [LightmapGI] 節點也更慢。\n" -"[b]程式生成:[/b]光照貼圖烘焙功能僅在編輯器中可用。這意味著 [LightmapGI] 不適" -"合程式生成或使用者建構的關卡。對於程式生成或使用者建構的關卡,請改用 " -"[VoxelGI] 或 SDFGI(請參閱 [member Environment.sdfgi_enabled])。\n" -"[b]性能:[/b][LightmapGI] 為全域照明提供最佳的運作時性能。它適用於包括集成顯卡" -"和移動裝置在內的低端硬體。\n" -"[b]注意:[/b]由於光照貼圖的工作方式,大多數屬性只有在光照貼圖被再次烘焙後,才" -"會產生可見效果。\n" -"[b]注意:[/b]不支援在 [CSGShape3D] 和 [PrimitiveMesh] 上烘焙光照貼圖,因為它們" -"無法儲存烘焙所需的 UV2 資料。\n" -"[b]注意:[/b]如果沒有安裝自訂光照貼圖,[LightmapGI] 只能在使用 Vulkan 後端" -"(Forward+ 或 Mobile)時進行烘焙,而不能在使用 OpenGL 時烘焙。" - msgid "Using Lightmap global illumination" msgstr "使用光照貼圖全域光照" @@ -62023,7 +61979,7 @@ msgid "" "[b]Note:[/b] [Line2D] is drawn using a 2D mesh." msgstr "" "該節點繪製一條 2D 折線,即由線段連接的多個點組成的形狀。[Line2D] 不是數學折" -"線,即線段不是無限細的。它的目的是渲染,它可以著色,也可以選擇紋理。\n" +"線,即線段不是無限細的。它的目的是算繪,它可以著色,也可以選擇紋理。\n" "[b]警告:[/b]某些配置可能無法很好地繪製,例如非常銳利的角度。在這些情況下,節" "點使用後備繪製邏輯來看起來不錯。\n" "[b]注意:[/b] [Line2D] 使用 2D 網格繪製。" @@ -62072,7 +62028,7 @@ msgid "" "The style of the beginning of the polyline, if [member closed] is " "[code]false[/code]. Use [enum LineCapMode] constants." msgstr "" -"在線條上渲染 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。" +"在線條上算繪 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。" msgid "" "If [code]true[/code] and the polyline has more than 2 points, the last point " @@ -62108,7 +62064,7 @@ msgid "" "The style of the connections between segments of the polyline. Use [enum " "LineJointMode] constants." msgstr "" -"在線條上渲染 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。" +"在線條上算繪 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。" msgid "" "The points of the polyline, interpreted in local 2D coordinates. Segments are " @@ -62118,7 +62074,7 @@ msgstr "折線的點,以局部 2D 座標解釋。線段在此陣列中的相 msgid "" "The smoothness used for rounded joints and caps. Higher values result in " "smoother corners, but are more demanding to render and update." -msgstr "用於圓角接頭和帽的平滑度。值越高,邊角越平滑,但渲染和更新的要求更高。" +msgstr "用於圓角接頭和帽的平滑度。值越高,邊角越平滑,但算繪和更新的要求更高。" msgid "" "Determines the miter limit of the polyline. Normally, when [member " @@ -62135,7 +62091,7 @@ msgid "" "The style to render the [member texture] of the polyline. Use [enum " "LineTextureMode] constants." msgstr "" -"在線條上渲染 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。" +"在線條上算繪 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。" msgid "The polyline's width." msgstr "多邊形的寬度。" @@ -62178,7 +62134,7 @@ msgstr "將線條端點繪製為圓形。" msgid "" "Takes the left pixels of the texture and renders them over the whole polyline." -msgstr "獲取紋理的左側圖元並在整個線條上渲染它。" +msgstr "獲取紋理的左側圖元並在整個線條上算繪它。" msgid "" "Tiles the texture over the polyline. [member CanvasItem.texture_repeat] of " @@ -63528,7 +63484,7 @@ msgid "" "Surface Material Override properties, use [method MeshInstance3D." "get_surface_override_material] instead." msgstr "" -"傳回給定表面中的[Material]。表面是使用此材質渲染的。\n" +"傳回給定表面中的[Material]。表面是使用此材質算繪的。\n" "[b]注意:[/b] 這將傳回 [Mesh] 資源中的材質,而不是與 [MeshInstance3D] 的表面材" "質覆蓋屬性關聯的 [Material]。若要取得與 [MeshInstance3D] 的表面材質覆蓋屬性相" "關的 [Material],請改用 [method MeshInstance3D." @@ -63543,7 +63499,7 @@ msgid "" "Surface Material Override properties, use [method MeshInstance3D." "set_surface_override_material] instead." msgstr "" -"設定為給定表面[Material]。表面將使用此材質渲染。\n" +"設定為給定表面[Material]。表面將使用此材質算繪。\n" "[b]注意:[/b] 這會分配 [Mesh] 資源中的材質,而不是與 [MeshInstance3D] 的表面材" "質覆蓋屬性關聯的 [Material]。若要設定與 [MeshInstance3D] 的表面材質覆蓋屬性相" "關的 [Material],請使用 [method MeshInstance3D." @@ -63553,19 +63509,19 @@ msgid "Sets a hint to be used for lightmap resolution." msgstr "設定用於光照貼圖解析度的提示。" msgid "Render array as points (one vertex equals one point)." -msgstr "將陣列渲染為點(一個頂點對應一個點)。" +msgstr "將陣列算繪為點(一個頂點對應一個點)。" msgid "Render array as lines (every two vertices a line is created)." -msgstr "將陣列渲染為線(每兩個頂點建立一條連線)。" +msgstr "將陣列算繪為線(每兩個頂點建立一條連線)。" msgid "Render array as line strip." -msgstr "將陣列渲染為線條。" +msgstr "將陣列算繪為線條。" msgid "Render array as triangles (every three vertices a triangle is created)." -msgstr "將陣列渲染為三角形(每三個頂點建立一個三角形)。" +msgstr "將陣列算繪為三角形(每三個頂點建立一個三角形)。" msgid "Render array as triangle strips." -msgstr "將陣列渲染為三角形條。" +msgstr "將陣列算繪為三角形條。" msgid "" "[PackedVector3Array], [PackedVector2Array], or [Array] of vertex positions." @@ -64239,7 +64195,7 @@ msgid "" "proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead." msgstr "" "MeshInstance3D 節點接受 [Mesh] 資源,會為該網格建立一個實例,將其新增到目前的" -"場景中。這是渲染 3D 幾何體時最常用的類,可以將單個 [Mesh] 在不同的地方實例化。" +"場景中。這是算繪 3D 幾何體時最常用的類,可以將單個 [Mesh] 在不同的地方實例化。" "這樣就能夠實作幾何體的複用,節省資源。如果需要在比較集中的區域內將某個 [Mesh] " "產生實體超過幾千次,請考慮改為在 [MultiMeshInstance3D] 中使用 [MultiMesh]。" @@ -64430,7 +64386,7 @@ msgid "" "set_item_preview]. Returns an empty [Texture2D] if no preview was manually " "set in a running project." msgstr "" -"在編輯器中運作時,返回生成的專案預覽(等軸透視中的 3D 渲染)。在一個運作的項目" +"在編輯器中運作時,返回生成的專案預覽(等軸透視中的 3D 算繪)。在一個運作的項目" "中使用時,返回手動定義的專案預覽,該專案預覽可以使用 [method " "set_item_preview] 設定。如果在一個運作的專案中,沒有手動設定預覽,則返回一個空" "的 [Texture2D]。" @@ -64640,7 +64596,7 @@ msgid "" "between 1.5 and 2.0 often provides good results but at the cost of " "performance." msgstr "" -"過取樣設定。由於鏡頭失真,我們必須以比螢幕自然解析度更高的品質渲染我們的緩衝" +"過取樣設定。由於鏡頭失真,我們必須以比螢幕自然解析度更高的品質算繪我們的緩衝" "區。介於 1.5 和 2.0 之間的值通常可以提供良好的結果,但會犧牲性能。" msgid "Abstract class for non-real-time video recording encoders." @@ -64691,7 +64647,7 @@ msgstr "" "Godot 能夠使用非即時類比技術錄製影片。與 [code]--fixed-fps[/code] " "[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令列參數[/url]類" "似,會強制讓 [method Node._process] 等函式每一影格都收到相同的 [code]delta[/" -"code],無論實際渲染花費了多長的時間。這個技術可用於錄製高畫質的影片,無論你的" +"code],無論實際算繪花費了多長的時間。這個技術可用於錄製高畫質的影片,無論你的" "硬體性能如何,影格率始終都是恒定的。\n" "Godot 內建的 [MovieWriter] 有兩個:\n" "- 使用 MJPEG 影片和未壓縮音訊的 AVI 容器(檔副檔名為 [code].avi[/code])。失真" @@ -64790,7 +64746,7 @@ msgid "" "Called at the end of every rendered frame. The [param frame_image] and [param " "audio_frame_block] function arguments should be written to." msgstr "" -"在每個渲染的影格結束時被呼叫。應寫入 [param frame_image] 和 [param " +"在每個算繪的影格結束時被呼叫。應寫入 [param frame_image] 和 [param " "audio_frame_block] 函式參數。" msgid "" @@ -64831,7 +64787,7 @@ msgstr "" "可能會很慢,因為每個物件都要提交給 GPU 然後單獨繪製。\n" "MultiMesh 要快得多,因為它可以通過一次繪製呼叫來繪製成千上萬的實例,從而減少 " "API 的開銷。\n" -"缺點是,如果實例之間的距離太遠,性能可能會降低,因為每一個實例總是會被渲染(對" +"缺點是,如果實例之間的距離太遠,性能可能會降低,因為每一個實例總是會被算繪(對" "於整個物件,它們在空間上被索引為一個)。\n" "由於實例可能具有任何行為,因此用於可見性的 AABB 必須由使用者提供。\n" "[b]注意:[/b]MultiMesh 是單個物件,因此適用相同的對每個物件的最大燈光限制。這" @@ -64993,7 +64949,7 @@ msgid "" msgstr "" "[MultiMeshInstance2D] 是專用於產生實體基於 [MultiMesh] 資源的 " "[GeometryInstance3D] 的節點。\n" -"適用於優化大量給定網格實例的渲染(例如森林中的樹木或草叢)。" +"適用於優化大量給定網格實例的算繪(例如森林中的樹木或草叢)。" msgid "" "The [MultiMesh] resource that will be used and shared among all instances of " @@ -66152,14 +66108,14 @@ msgid "" "rendering paths for this agent instead of global line width." msgstr "" "如果 [member debug_use_custom] 為 [code]true[/code],則該代理使用該線寬進行路" -"徑的渲染,不使用全域線寬。" +"徑的算繪,不使用全域線寬。" msgid "" "If [member debug_use_custom] is [code]true[/code] uses this rasterized point " "size for rendering path points for this agent instead of global point size." msgstr "" "如果 [member debug_use_custom] 為 [code]true[/code],則該代理使用該柵格化點尺" -"寸進行路徑點的渲染,不使用全域點尺寸。" +"寸進行路徑點的算繪,不使用全域點尺寸。" msgid "" "If [code]true[/code] uses the defined [member debug_path_custom_color] for " @@ -66995,7 +66951,7 @@ msgstr "" "步。伺服器同步通常涉及 [Mutex] 鎖定以確保執行緒安全,這會對烘焙時間或影格率產" "生負面影響。可解析物件過多,以及與多執行緒伺服器之間的連續同步,都會大幅影響烘" "焙時間。而如果物件數量較少,但都是非常大而且複雜的對象,那麼就會在為伺服器準備" -"資料上花費時間,這可能會明顯拖延下一影格渲染。一般而言,可解析物件的總數與它們" +"資料上花費時間,這可能會明顯拖延下一影格算繪。一般而言,可解析物件的總數與它們" "各自的大小和複雜度之間應該達到平衡,防止出現影格率問題和超長的烘焙時間。合併後" "的網格後續會被交給 Recast 導覽對象,通過在網格的包圍區域周邊建立體素世界,來測" "試適合 [NavigationMesh] 代理屬性的可行走地形的源幾何體。\n" @@ -69431,7 +69387,7 @@ msgid "" msgstr "" "2D 遊戲物件,具有變換(位置、旋轉、縮放)。所有的 2D 節點,包括物理物件和精" "靈,都繼承自 Node2D。使用 Node2D 作為父節點來移動、縮放和旋轉 2D 專案中的子節" -"點。還可以控制節點的渲染順序。" +"點。還可以控制節點的算繪順序。" msgid "All 2D Demos" msgstr "所有 2D 演示" @@ -69605,7 +69561,7 @@ msgstr "將全域(世界)變換按照 [Vector3] 偏移量進行移動。偏 msgid "" "Disables rendering of this node. Changes [member visible] to [code]false[/" "code]." -msgstr "禁用該節點的渲染。會將 [member visible] 改為 [code]false[/code]。" +msgstr "禁用該節點的算繪。會將 [member visible] 改為 [code]false[/code]。" msgid "" "Returns whether node notifies about its local transformation changes. " @@ -71939,13 +71895,13 @@ msgid "" "default in Web export templates. It can be enabled by compiling custom Web " "export templates with [code]module_raycast_enabled=yes[/code]." msgstr "" -"遮擋剔除可以通過隱藏被其他物件遮擋的幾何體,來提高封閉/半開放區域的渲染性" +"遮擋剔除可以通過隱藏被其他物件遮擋的幾何體,來提高封閉/半開放區域的算繪性" "能。\n" "遮擋剔除系統大多是靜態的。[OccluderInstance3D] 可以在運作時移動或隱藏,但這樣" "做會觸發可能需要幾影格的背景重新計算。建議僅偶爾移動 [OccluderInstance3D](例" "如,出於程式生成目的),而不是每影格都這樣做。\n" "遮擋剔除系統的工作原理是,使用 [url=https://www.embree.org/]Embree[/url] 在 " -"CPU 上並行渲染遮擋物,將結果繪製到一個低解析度緩衝區,然後使用它來單獨剔除 3D " +"CPU 上並行算繪遮擋物,將結果繪製到一個低解析度緩衝區,然後使用它來單獨剔除 3D " "的節點。在 3D 編輯器中,可以通過選擇 3D 視口左上角的[b]透視圖 > 高級調試... > " "遮擋剔除緩衝區[/b],來預覽遮擋剔除緩衝區。可以在專案設定中調整遮擋剔除緩衝區的" "品質。\n" @@ -71998,8 +71954,8 @@ msgid "" msgstr "" "用於簡化生成的遮擋物多邊形的簡化距離(單位為 3D 單位)。更高的值會導致遮擋物網" "格的細節更少,這會提高性能但會降低剔除精度。\n" -"遮擋物幾何體是在 CPU 上渲染的,因此保持其幾何體盡可能簡單很重要。由於緩衝區以" -"低解析度渲染,因此細節較少的遮擋網格通常仍能正常工作。預設值相當激進,因此如果" +"遮擋物幾何體是在 CPU 上算繪的,因此保持其幾何體盡可能簡單很重要。由於緩衝區以" +"低解析度算繪,因此細節較少的遮擋網格通常仍能正常工作。預設值相當激進,因此如果" "遇到誤報(即使相機可見的物件也被遮擋),可能必須降低該屬性。[code]0.01[/code] " "的值將保守地起作用,並將保持幾何體[i]感知[/i]在遮擋剔除緩衝區中不受影響。根據" "場景的不同,與完全禁用簡化相比,[code]0.01[/code] 的值仍能顯著簡化網格。\n" @@ -72121,12 +72077,12 @@ msgid "" msgstr "" "全向光是 [Light3D] 的一類,可以向所有方向發射光。光隨距離而衰減,該衰減可以通" "過修改其能量、半徑和衰減參數來配置。\n" -"[b]注意:[/b]使用移動渲染方式時,每個網格資源上只能顯示 8 個全向燈。嘗試在單個" +"[b]注意:[/b]使用移動算繪方式時,每個網格資源上只能顯示 8 個全向燈。嘗試在單個" "網格資源上顯示 8 個以上的全向燈,將導致全向燈隨著相機移動而閃爍。使用 " -"Compatibility 渲染方式時,預設情況下每個網格資源上只能顯示 8 個全向燈,但可以" +"Compatibility 算繪方式時,預設情況下每個網格資源上只能顯示 8 個全向燈,但可以" "通過調整 [member ProjectSettings.rendering/limits/opengl/" "max_lights_per_object] 來增加。\n" -"[b]注意:[/b]當使用 Mobile 或 Compatibility 渲染方法時,全向燈只會正確影響可見" +"[b]注意:[/b]當使用 Mobile 或 Compatibility 算繪方法時,全向燈只會正確影響可見" "性 AABB 與該燈光的 AABB 相交的網格。如果使用了著色器將網格進行了變形,超出了 " "AABB 的範圍,則必須將該網格的 [member GeometryInstance3D.extra_cull_margin] 增" "大。否則燈光在該網格上可能不可見。" @@ -72171,13 +72127,13 @@ msgstr "見 [enum ShadowMode]。" msgid "" "Shadows are rendered to a dual-paraboloid texture. Faster than [constant " "SHADOW_CUBE], but lower-quality." -msgstr "將陰影渲染到雙抛物面紋理。比 [constant SHADOW_CUBE] 更快,但品質較差。" +msgstr "將陰影算繪到雙抛物面紋理。比 [constant SHADOW_CUBE] 更快,但品質較差。" msgid "" "Shadows are rendered to a cubemap. Slower than [constant " "SHADOW_DUAL_PARABOLOID], but higher-quality." msgstr "" -"將陰影渲染至立方體貼圖。比 [constant SHADOW_DUAL_PARABOLOID] 更慢,但品質更" +"將陰影算繪至立方體貼圖。比 [constant SHADOW_DUAL_PARABOLOID] 更慢,但品質更" "高。" msgid "An OpenXR action." @@ -72502,7 +72458,7 @@ msgid "Called right before the OpenXR instance is destroyed." msgstr "在 OpenXR 實例被銷毀之前呼叫。" msgid "Called right before the XR viewports begin their rendering step." -msgstr "在 XR 視窗開始渲染步驟之前呼叫。" +msgstr "在 XR 視窗開始算繪步驟之前呼叫。" msgid "" "Called as part of the OpenXR process handling. This happens right before " @@ -72736,7 +72692,7 @@ msgstr "" "由於 OpenXR 的需要,該介面的工作方式與其他基於外掛程式的 XR 介面略有不同。它需" "要在 Godot 啟動時被初始化。若需要啟用 OpenXR,相關設定可以在遊戲專案設定中的 " "XR 標題下找到。你確實需要標記一個視口以與 XR 一起使用,以便 Godot 知道應該將哪" -"個渲染結果輸出到頭戴式裝置。" +"個算繪結果輸出到頭戴式裝置。" msgid "Setting up XR" msgstr "設定 XR" @@ -72811,7 +72767,7 @@ msgid "" msgstr "" "傳回 [code]true[/code] 如果支援 OpenXRs foveation 擴充,則必須在傳回有效值之前" "初始化介面。\n" -"[b]注意:[/b] 此功能僅在相容性渲染器上可用,並且目前僅在某些獨立耳機上可用。對" +"[b]注意:[/b] 此功能僅在相容性算繪器上可用,並且目前僅在某些獨立耳機上可用。對" "於 Vulkan,在桌面上將 [member Viewport.vrs_mode] 設定為 [code]VRS_XR[/code]。" msgid "Sets the given action set as active or inactive." @@ -72835,7 +72791,7 @@ msgstr "" msgid "" "The render size multiplier for the current HMD. Must be set before the " "interface has been initialized." -msgstr "目前 HMD 的渲染大小乘數。必須在接觸初始化之前設定。" +msgstr "目前 HMD 的算繪大小乘數。必須在接觸初始化之前設定。" msgid "Informs the user queued a recenter of the player position." msgstr "通知使用者佇列玩家位置的重新居中。" @@ -73203,7 +73159,7 @@ msgstr "要繪製在按鈕右側的箭頭圖示。" msgid "" "A PBR (Physically Based Rendering) material to be used on 3D objects. Uses an " "ORM texture." -msgstr "基於物理的渲染(PBR)材質,可以套用於 3D 物件,可以使用 ORM 紋理。" +msgstr "基於物理的算繪(PBR)材質,可以套用於 3D 物件,可以使用 ORM 紋理。" msgid "" "ORMMaterial3D's properties are inherited from [BaseMaterial3D]. Unlike " @@ -73882,7 +73838,7 @@ msgstr "" "返回空陣列。\n" "下列別名可用於請求預設字形:無襯線“sans-serif”、有襯線“serif”、等" "寬“monospace”、手寫體“cursive”、花體“fantasy”。\n" -"[b]注意:[/b]根據作業系統的不同,無法保證任何返回的字形都適合渲染指定的文字。" +"[b]注意:[/b]根據作業系統的不同,無法保證任何返回的字形都適合算繪指定的文字。" "應該按照返回的順序載入並檢查字形,選用第一個合適的字形。\n" "[b]注意:[/b]如果沒有請求的風格,或者屬於不同的字形家族,則可能返回不同風格的" "字形。\n" @@ -74346,14 +74302,14 @@ msgid "" "The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically " "uses features from Vulkan 1.1 and 1.2 if available." msgstr "" -"Vulkan 渲染驅動。需要支援 Vulkan 1.0,而 Vulkan 1.1 和 1.2 的功能則會在支援時" +"Vulkan 算繪驅動。需要支援 Vulkan 1.0,而 Vulkan 1.1 和 1.2 的功能則會在支援時" "自動使用。" msgid "" "The OpenGL 3 rendering driver. It uses OpenGL 3.3 Core Profile on desktop " "platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on Web." msgstr "" -"OpenGL 3 渲染驅動。在桌面平臺上使用 OpenGL 3.3 核心配置,在移動裝置上使用 " +"OpenGL 3 算繪驅動。在桌面平臺上使用 OpenGL 3.3 核心配置,在移動裝置上使用 " "OpenGL ES 3.0,在 Web 上使用 WebGL 2.0。" msgid "Desktop directory path." @@ -77327,7 +77283,7 @@ msgid "" "The number of frames rendered in the last second. This metric is only updated " "once per second, even if queried more often. [i]Higher is better.[/i]" msgstr "" -"上一秒渲染的影格數。該指標每秒僅更新一次,與查詢頻率無關。[i]越高越好。[/i]" +"上一秒算繪的影格數。該指標每秒僅更新一次,與查詢頻率無關。[i]越高越好。[/i]" msgid "Time it took to complete one frame, in seconds. [i]Lower is better.[/i]" msgstr "完成一影格所需的時間,單位為秒。[i]越低越好。[/i]" @@ -77387,7 +77343,7 @@ msgid "" "include culled objects (either via hiding nodes, frustum culling or occlusion " "culling). [i]Lower is better.[/i]" msgstr "" -"在上一個渲染影格中的物件總數。該指標不包括剔除的對象(通過隱藏節點、視錐剔除、" +"在上一個算繪影格中的物件總數。該指標不包括剔除的對象(通過隱藏節點、視錐剔除、" "或遮擋剔除)。[i]越低越好。[/i]" msgid "" @@ -77398,7 +77354,7 @@ msgid "" "number of vertices in the scene (typically double or triple the original " "vertex count). [i]Lower is better.[/i]" msgstr "" -"在上一個渲染影格中渲染的頂點或索引的總數。該指標不包括來自被剔除對象的圖元(通" +"在上一個算繪影格中算繪的頂點或索引的總數。該指標不包括來自被剔除對象的圖元(通" "過隱藏節點、視錐剔除、或遮擋剔除)。由於預深度階段和陰影階段,圖元的數量總是高" "於場景中的實際頂點數量(通常是原始頂點數量的兩倍或三倍)。[i]越低越好。[/i]" @@ -77408,7 +77364,7 @@ msgid "" "culling or occlusion culling), since they do not result in draw calls. " "[i]Lower is better.[/i]" msgstr "" -"在上一個渲染影格中執行的繪製呼叫的總數。該指標不包括剔除對象(通過隱藏節點、視" +"在上一個算繪影格中執行的繪製呼叫的總數。該指標不包括剔除對象(通過隱藏節點、視" "錐剔除、或遮擋剔除),因為它們不會導致繪製呼叫。[i]越低越好。[/i]" msgid "" @@ -77426,7 +77382,7 @@ msgstr "紋理記憶體的使用量(單位為位元組)。[i]越低越好。 msgid "" "The amount of render buffer memory used (in bytes). [i]Lower is better.[/i]" -msgstr "渲染緩衝區記憶體的使用量(單位為位元組)。[i]越低越好。[/i]" +msgstr "算繪緩衝區記憶體的使用量(單位為位元組)。[i]越低越好。[/i]" msgid "" "Number of active [RigidBody2D] nodes in the game. [i]Lower is better.[/i]" @@ -81440,7 +81396,7 @@ msgid "" "_soft_body_update_rendering_server] with a rendering handler for soft bodies." msgstr "" "用於為 [method PhysicsServer3DExtension._soft_body_update_rendering_server] 提" -"供柔體渲染處理器的類。" +"供柔體算繪處理器的類。" msgid "" "Called by the [PhysicsServer3D] to set the bounding box for the [SoftBody3D]." @@ -81988,7 +81944,7 @@ msgstr "" "- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理" "的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n" "- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n" -"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材" +"[b]注意:[/b]設計這個類的目的並不是作為算繪的實際紋理。不保證能夠在著色器和材" "質中正常工作(例如對 UV 進行計算)。" msgid "A [CubemapArray] without image data." @@ -82008,7 +81964,7 @@ msgstr "" "- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理" "的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n" "- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n" -"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材" +"[b]注意:[/b]設計這個類的目的並不是作為算繪的實際紋理。不保證能夠在著色器和材" "質中正常工作(例如對 UV 進行計算)。" msgid "Placeholder class for a material." @@ -82070,7 +82026,7 @@ msgstr "" "- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理" "的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n" "- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n" -"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材" +"[b]注意:[/b]設計這個類的目的並不是作為算繪的實際紋理。不保證能夠在著色器和材" "質中正常工作(例如對 UV 進行計算)。" msgid "The texture's size (in pixels)." @@ -82099,7 +82055,7 @@ msgstr "" "- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理" "的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n" "- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n" -"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材" +"[b]注意:[/b]設計這個類的目的並不是作為算繪的實際紋理。不保證能夠在著色器和材" "質中正常工作(例如對 UV 進行計算)。" msgid "" @@ -82119,7 +82075,7 @@ msgstr "" "- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理" "的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n" "- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n" -"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材" +"[b]注意:[/b]設計這個類的目的並不是作為算繪的實際紋理。不保證能夠在著色器和材" "質中正常工作(例如對 UV 進行計算)。" msgid "The number of layers in the texture array." @@ -82389,8 +82345,8 @@ msgid "" "When using PointMeshes, properties that normally alter vertices will be " "ignored, including billboard mode, grow, and cull face." msgstr "" -"PointMesh 由一個點構成。這個點不依賴於三角形,而是作為螢幕上的一個矩形來渲染," -"大小是固定的。旨在用於粒子系統,但也可以作為固定大小公告板精靈的羽量級渲染方法" +"PointMesh 由一個點構成。這個點不依賴於三角形,而是作為螢幕上的一個矩形來算繪," +"大小是固定的。旨在用於粒子系統,但也可以作為固定大小公告板精靈的羽量級算繪方法" "(例如在點雲中使用)。\n" "PointMesh 必須使用具有點大小的材質。點的大小可以在著色器中通過 " "[code]POINT_SIZE[/code] 存取,也可以在 [BaseMaterial3D] 中設定 [member " @@ -84432,7 +84388,7 @@ msgstr "" "[b]注意:[/b]只會在 [member display/window/vsync/vsync_mode] 為 " "[code]enabled[/code] 時嘗試進行差異量平滑,因為沒有垂直同步時無法很好地工" "作。\n" -"最開始啟動平滑前可能會需要有若干秒的穩定影格率。只會在性能足以讓渲染影格與更新" +"最開始啟動平滑前可能會需要有若干秒的穩定影格率。只會在性能足以讓算繪影格與更新" "率配對的機器上啟動。" msgid "" @@ -85127,8 +85083,8 @@ msgid "" "different steps of the render pipeline, such as CanvasItems, shadows, glow, " "etc." msgstr "" -"每秒將 GPU 設定檔資訊列印到標準輸出。這包括平均每影格需要 GPU 渲染多長時間,細" -"分為渲染管道的不同步驟,例如 CanvasItems、陰影、輝光等。" +"每秒將 GPU 設定檔資訊列印到標準輸出。這包括平均每影格需要 GPU 算繪多長時間,細" +"分為算繪管道的不同步驟,例如 CanvasItems、陰影、輝光等。" msgid "" "Print more information to standard output when running. It displays " @@ -85298,7 +85254,7 @@ msgstr "用於顯示已啟用的導覽代理路徑的顏色,代理啟用除錯 msgid "" "Rasterized size (pixel) used to render navigation agent path points when an " "agent has debug enabled." -msgstr "柵格大小(圖元),如果導覽代理啟用了除錯,則會用於渲染該代理的路徑點。" +msgstr "柵格大小(圖元),如果導覽代理啟用了除錯,則會用於算繪該代理的路徑點。" msgid "" "Color to display edge connections between navigation regions, visible when " @@ -85467,7 +85423,7 @@ msgid "" "\"ProMotion\" will be allowed to render at up to 120 frames per second." msgstr "" "如果為 [code]true[/code],則允許支援高更新率“ProMotion”的 iOS 裝置以每秒 120 " -"影格的速度渲染。" +"影格的速度算繪。" msgid "" "If [code]true[/code], the home indicator is hidden automatically. This only " @@ -85656,12 +85612,12 @@ msgstr "" "[member display/window/stretch/aspect] 在該模式下無效。推薦非遊戲套用程式使" "用。\n" "[b]\"canvas_items\"[/b]:將專案設定中指定的基礎大小拉伸至覆蓋整個螢幕(會考慮 " -"[member display/window/stretch/aspect])。這樣所有東西都是直接按照目標分辨率渲" -"染的。3D 不受影響,但在 2D 中精靈的圖元和螢幕圖元就不再是 1:1 的關係了,縮放可" +"[member display/window/stretch/aspect])。這樣所有東西都是直接按照目標分辨率算" +"繪的。3D 不受影響,但在 2D 中精靈的圖元和螢幕圖元就不再是 1:1 的關係了,縮放可" "能導致畫面問題。推薦大多數非圖元風的遊戲使用,但圖元風遊戲也是可以使用該拉伸模" "式的(尤其是 3D)。\n" "[b]\"viewport\"[/b]:將根 [Viewport] 的大小設為專案設定中“顯示”部分中指定的基" -"礎大小。場景會現在這個視口中渲染。最終會將該視口縮放至適合螢幕的尺寸(會考慮 " +"礎大小。場景會現在這個視口中算繪。最終會將該視口縮放至適合螢幕的尺寸(會考慮 " "[member display/window/stretch/aspect])。推薦圖元風遊戲使用。" msgid "" @@ -85692,10 +85648,10 @@ msgstr "" "設定遊戲主視窗的垂直同步模式。\n" "請參閱 [enum DisplayServer.VSyncMode] 瞭解可能的值以及它們如何影響套用程式的行" "為。\n" -"根據平臺和所使用的渲染器,如果不支援所需的模式,引擎將退回到 [b]Enabled[/" +"根據平臺和所使用的算繪器,如果不支援所需的模式,引擎將退回到 [b]Enabled[/" "b]。\n" -"[b]注意:[/b]除 [b]Enabled[/b] 以外的垂直同步模式僅支援 Forward+ 和 Mobile 渲" -"染方式,不支援 Compatibility。\n" +"[b]注意:[/b]除 [b]Enabled[/b] 以外的垂直同步模式僅支援 Forward+ 和 Mobile 算" +"繪方式,不支援 Compatibility。\n" "[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變垂直同步模式,請改為調" "用 [method DisplayServer.window_set_vsync_mode]。" @@ -85768,8 +85724,8 @@ msgid "" "applications to disable it." msgstr "" "如果為 [code]true[/code],則在寫入電影時會請求禁用垂直同步(類似於將 [member " -"display/window/vsync/vsync_mode] 設定為 [b]Disabled[/b])。如果硬體的渲染速度" -"足夠快,那麼就可以加速影片的寫入,以高於顯示器更新率的畫面播放速率渲染、編碼和" +"display/window/vsync/vsync_mode] 設定為 [b]Disabled[/b])。如果硬體的算繪速度" +"足夠快,那麼就可以加速影片的寫入,以高於顯示器更新率的畫面播放速率算繪、編碼和" "保存影片。\n" "[b]注意:[/b]如果作業系統或圖形驅動程式強制垂直同步,則套用程式無法禁用," "[member editor/movie_writer/disable_vsync] 無效。" @@ -86101,11 +86057,11 @@ msgid "" "ResourceImporterDynamicFont.multichannel_signed_distance_field])." msgstr "" "如果設定為 [code]true[/code],預設字形將使用多通道帶符號距離場(MSDF),任何尺" -"寸都能夠進行清晰的渲染。由於這種方法不需要在每次字形大小更改時都對字形進行光柵" +"寸都能夠進行清晰的算繪。由於這種方法不需要在每次字形大小更改時都對字形進行光柵" "化,因此可以即時調整字形大小,不會造成任何性能損失。對於按比例縮小的 [Control]" "(或從遠距離查看的 [Label3D]),文字也不會看起來有顆粒感。\n" -"MSDF 字形渲染可以與 [member gui/theme/default_font_generate_mipmaps] 結合使" -"用,從而進一步提高縮小時的字形渲染品質。\n" +"MSDF 字形算繪可以與 [member gui/theme/default_font_generate_mipmaps] 結合使" +"用,從而進一步提高縮小時的字形算繪品質。\n" "[b]注意:[/b]此設定不會影響專案中使用的自訂 [Font]。" msgid "" @@ -87005,7 +86961,7 @@ msgstr "" "[b]注意:[/b]在運作時可以通過 [code]--text-driver[/code] [url=$DOCS_URL/" "tutorials/editor/command_line_tutorial.html]命令列參數[/url]覆蓋使用的驅動程" "序。\n" -"[b]注意:[/b]另外還提供了 [code]Dummy[/code] 文字驅動,它禁用了所有文字渲染和" +"[b]注意:[/b]另外還提供了 [code]Dummy[/code] 文字驅動,它禁用了所有文字算繪和" "字形相關的功能。這個驅動沒有在專案設定中列出,但可以在運作編輯器或專案時使用 " "[code]--text-driver Dummy[/code] [url=$DOCS_URL/tutorials/editor/" "command_line_tutorial.html]命令列參數[/url]啟用。" @@ -87333,102 +87289,102 @@ msgstr "2D 實體層 32 的可選名稱。留空則會顯示為“層 32”。" msgid "" "Optional name for the 2D render layer 1. If left empty, the layer will " "display as \"Layer 1\"." -msgstr "2D 渲染層 1 的可選名稱。留空則會顯示為“層 1”。" +msgstr "2D 算繪層 1 的可選名稱。留空則會顯示為“層 1”。" msgid "" "Optional name for the 2D render layer 2. If left empty, the layer will " "display as \"Layer 2\"." -msgstr "2D 渲染層 2 的可選名稱。留空則會顯示為“層 2”。" +msgstr "2D 算繪層 2 的可選名稱。留空則會顯示為“層 2”。" msgid "" "Optional name for the 2D render layer 3. If left empty, the layer will " "display as \"Layer 3\"." -msgstr "2D 渲染層 3 的可選名稱。留空則會顯示為“層 3”。" +msgstr "2D 算繪層 3 的可選名稱。留空則會顯示為“層 3”。" msgid "" "Optional name for the 2D render layer 4. If left empty, the layer will " "display as \"Layer 4\"." -msgstr "2D 渲染層 4 的可選名稱。留空則會顯示為“層 4”。" +msgstr "2D 算繪層 4 的可選名稱。留空則會顯示為“層 4”。" msgid "" "Optional name for the 2D render layer 5. If left empty, the layer will " "display as \"Layer 5\"." -msgstr "2D 渲染層 5 的可選名稱。留空則會顯示為“層 5”。" +msgstr "2D 算繪層 5 的可選名稱。留空則會顯示為“層 5”。" msgid "" "Optional name for the 2D render layer 6. If left empty, the layer will " "display as \"Layer 6\"." -msgstr "2D 渲染層 6 的可選名稱。留空則會顯示為“層 6”。" +msgstr "2D 算繪層 6 的可選名稱。留空則會顯示為“層 6”。" msgid "" "Optional name for the 2D render layer 7. If left empty, the layer will " "display as \"Layer 7\"." -msgstr "2D 渲染層 7 的可選名稱。留空則會顯示為“層 7”。" +msgstr "2D 算繪層 7 的可選名稱。留空則會顯示為“層 7”。" msgid "" "Optional name for the 2D render layer 8. If left empty, the layer will " "display as \"Layer 8\"." -msgstr "2D 渲染層 8 的可選名稱。留空則會顯示為“層 8”。" +msgstr "2D 算繪層 8 的可選名稱。留空則會顯示為“層 8”。" msgid "" "Optional name for the 2D render layer 9. If left empty, the layer will " "display as \"Layer 9\"." -msgstr "2D 渲染層 9 的可選名稱。留空則會顯示為“層 9”。" +msgstr "2D 算繪層 9 的可選名稱。留空則會顯示為“層 9”。" msgid "" "Optional name for the 2D render layer 10. If left empty, the layer will " "display as \"Layer 10\"." -msgstr "2D 渲染層 10 的可選名稱。留空則會顯示為“層 10”。" +msgstr "2D 算繪層 10 的可選名稱。留空則會顯示為“層 10”。" msgid "" "Optional name for the 2D render layer 11. If left empty, the layer will " "display as \"Layer 11\"." -msgstr "2D 渲染層 11 的可選名稱。留空則會顯示為“層 11”。" +msgstr "2D 算繪層 11 的可選名稱。留空則會顯示為“層 11”。" msgid "" "Optional name for the 2D render layer 12. If left empty, the layer will " "display as \"Layer 12\"." -msgstr "2D 渲染層 12 的可選名稱。留空則會顯示為“層 12”。" +msgstr "2D 算繪層 12 的可選名稱。留空則會顯示為“層 12”。" msgid "" "Optional name for the 2D render layer 13. If left empty, the layer will " "display as \"Layer 13\"." -msgstr "2D 渲染層 13 的可選名稱。留空則會顯示為“層 13”。" +msgstr "2D 算繪層 13 的可選名稱。留空則會顯示為“層 13”。" msgid "" "Optional name for the 2D render layer 14. If left empty, the layer will " "display as \"Layer 14\"." -msgstr "2D 渲染層 14 的可選名稱。留空則會顯示為“層 14”。" +msgstr "2D 算繪層 14 的可選名稱。留空則會顯示為“層 14”。" msgid "" "Optional name for the 2D render layer 15. If left empty, the layer will " "display as \"Layer 15\"." -msgstr "2D 渲染層 15 的可選名稱。留空則會顯示為“層 15”。" +msgstr "2D 算繪層 15 的可選名稱。留空則會顯示為“層 15”。" msgid "" "Optional name for the 2D render layer 16. If left empty, the layer will " "display as \"Layer 16\"." -msgstr "2D 渲染層 16 的可選名稱。留空則會顯示為“層 16”。" +msgstr "2D 算繪層 16 的可選名稱。留空則會顯示為“層 16”。" msgid "" "Optional name for the 2D render layer 17. If left empty, the layer will " "display as \"Layer 17\"." -msgstr "2D 渲染層 17 的可選名稱。留空則會顯示為“層 17”。" +msgstr "2D 算繪層 17 的可選名稱。留空則會顯示為“層 17”。" msgid "" "Optional name for the 2D render layer 18. If left empty, the layer will " "display as \"Layer 18\"." -msgstr "2D 渲染層 18 的可選名稱。留空則會顯示為“層 18”。" +msgstr "2D 算繪層 18 的可選名稱。留空則會顯示為“層 18”。" msgid "" "Optional name for the 2D render layer 19. If left empty, the layer will " "display as \"Layer 19\"." -msgstr "2D 渲染層 19 的可選名稱。留空則會顯示為“層 19”。" +msgstr "2D 算繪層 19 的可選名稱。留空則會顯示為“層 19”。" msgid "" "Optional name for the 2D render layer 20. If left empty, the layer will " "display as \"Layer 20\"." -msgstr "2D 渲染層 20 的可選名稱。留空則會顯示為“層 20”。" +msgstr "2D 算繪層 20 的可選名稱。留空則會顯示為“層 20”。" msgid "" "Optional name for the 3D navigation layer 1. If left empty, the layer will " @@ -87753,102 +87709,102 @@ msgstr "3D 實體層 32 的可選名稱。留空則會顯示為“層 32”。" msgid "" "Optional name for the 3D render layer 1. If left empty, the layer will " "display as \"Layer 1\"." -msgstr "3D 渲染層 1 的可選名稱。留空則會顯示為“層 1”。" +msgstr "3D 算繪層 1 的可選名稱。留空則會顯示為“層 1”。" msgid "" "Optional name for the 3D render layer 2. If left empty, the layer will " "display as \"Layer 2\"." -msgstr "3D 渲染層 2 的可選名稱。留空則會顯示為“層 2”。" +msgstr "3D 算繪層 2 的可選名稱。留空則會顯示為“層 2”。" msgid "" "Optional name for the 3D render layer 3. If left empty, the layer will " "display as \"Layer 3\"." -msgstr "3D 渲染層 3 的可選名稱。留空則會顯示為“層 3”。" +msgstr "3D 算繪層 3 的可選名稱。留空則會顯示為“層 3”。" msgid "" "Optional name for the 3D render layer 4. If left empty, the layer will " "display as \"Layer 4\"." -msgstr "3D 渲染層 4 的可選名稱。留空則會顯示為“層 4”。" +msgstr "3D 算繪層 4 的可選名稱。留空則會顯示為“層 4”。" msgid "" "Optional name for the 3D render layer 5. If left empty, the layer will " "display as \"Layer 5\"." -msgstr "3D 渲染層 5 的可選名稱。留空則會顯示為“層 5”。" +msgstr "3D 算繪層 5 的可選名稱。留空則會顯示為“層 5”。" msgid "" "Optional name for the 3D render layer 6. If left empty, the layer will " "display as \"Layer 6\"." -msgstr "3D 渲染層 6 的可選名稱。留空則會顯示為“層 6”。" +msgstr "3D 算繪層 6 的可選名稱。留空則會顯示為“層 6”。" msgid "" "Optional name for the 3D render layer 7. If left empty, the layer will " "display as \"Layer 7\"." -msgstr "3D 渲染層 7 的可選名稱。留空則會顯示為“層 7”。" +msgstr "3D 算繪層 7 的可選名稱。留空則會顯示為“層 7”。" msgid "" "Optional name for the 3D render layer 8. If left empty, the layer will " "display as \"Layer 8\"." -msgstr "3D 渲染層 8 的可選名稱。留空則會顯示為“層 8”。" +msgstr "3D 算繪層 8 的可選名稱。留空則會顯示為“層 8”。" msgid "" "Optional name for the 3D render layer 9. If left empty, the layer will " "display as \"Layer 9\"." -msgstr "3D 渲染層 9 的可選名稱。留空則會顯示為“層 9”。" +msgstr "3D 算繪層 9 的可選名稱。留空則會顯示為“層 9”。" msgid "" "Optional name for the 3D render layer 10. If left empty, the layer will " "display as \"Layer 10\"." -msgstr "3D 渲染層 10 的可選名稱。留空則會顯示為“層 10”。" +msgstr "3D 算繪層 10 的可選名稱。留空則會顯示為“層 10”。" msgid "" "Optional name for the 3D render layer 11. If left empty, the layer will " "display as \"Layer 11\"." -msgstr "3D 渲染層 11 的可選名稱。留空則會顯示為“層 11”。" +msgstr "3D 算繪層 11 的可選名稱。留空則會顯示為“層 11”。" msgid "" "Optional name for the 3D render layer 12. If left empty, the layer will " "display as \"Layer 12\"." -msgstr "3D 渲染層 12 的可選名稱。留空則會顯示為“層 12”。" +msgstr "3D 算繪層 12 的可選名稱。留空則會顯示為“層 12”。" msgid "" "Optional name for the 3D render layer 13. If left empty, the layer will " "display as \"Layer 13\"." -msgstr "3D 渲染層 13 的可選名稱。留空則會顯示為“層 13”。" +msgstr "3D 算繪層 13 的可選名稱。留空則會顯示為“層 13”。" msgid "" "Optional name for the 3D render layer 14. If left empty, the layer will " "display as \"Layer 14\"." -msgstr "3D 渲染層 14 的可選名稱。留空則會顯示為“層 14”。" +msgstr "3D 算繪層 14 的可選名稱。留空則會顯示為“層 14”。" msgid "" "Optional name for the 3D render layer 15. If left empty, the layer will " "display as \"Layer 15\"." -msgstr "3D 渲染層 15 的可選名稱。留空則會顯示為“層 15”。" +msgstr "3D 算繪層 15 的可選名稱。留空則會顯示為“層 15”。" msgid "" "Optional name for the 3D render layer 16. If left empty, the layer will " "display as \"Layer 16\"." -msgstr "3D 渲染層 16 的可選名稱。留空則會顯示為“層 16”。" +msgstr "3D 算繪層 16 的可選名稱。留空則會顯示為“層 16”。" msgid "" "Optional name for the 3D render layer 17. If left empty, the layer will " "display as \"Layer 17\"." -msgstr "3D 渲染層 17 的可選名稱。留空則會顯示為“層 17”。" +msgstr "3D 算繪層 17 的可選名稱。留空則會顯示為“層 17”。" msgid "" "Optional name for the 3D render layer 18. If left empty, the layer will " "display as \"Layer 18\"." -msgstr "3D 渲染層 18 的可選名稱。留空則會顯示為“層 18”。" +msgstr "3D 算繪層 18 的可選名稱。留空則會顯示為“層 18”。" msgid "" "Optional name for the 3D render layer 19. If left empty, the layer will " "display as \"Layer 19\"." -msgstr "3D 渲染層 19 的可選名稱。留空則會顯示為“層 19”。" +msgstr "3D 算繪層 19 的可選名稱。留空則會顯示為“層 19”。" msgid "" "Optional name for the 3D render layer 20. If left empty, the layer will " "display as \"Layer 20\"." -msgstr "3D 渲染層 20 的可選名稱。留空則會顯示為“層 20”。" +msgstr "3D 算繪層 20 的可選名稱。留空則會顯示為“層 20”。" msgid "" "Optional name for the navigation avoidance layer 1. If left empty, the layer " @@ -88584,8 +88540,8 @@ msgid "" "the maximum number of simulated physics steps per frame at runtime, set " "[member Engine.max_physics_steps_per_frame] instead." msgstr "" -"控制每個渲染影格所能類比的最大物理步驟數。預設值經過除錯,可以避免“死亡螺旋”," -"防止開銷較大的物理模擬無限觸發開銷更大的模擬。不過如果渲染 FPS 小於 [member " +"控制每個算繪影格所能類比的最大物理步驟數。預設值經過除錯,可以避免“死亡螺旋”," +"防止開銷較大的物理模擬無限觸發開銷更大的模擬。不過如果算繪 FPS 小於 [member " "physics/common/physics_ticks_per_second] 的 [code]1 / " "max_physics_steps_per_frame[/code],遊戲看上去會是降速的。即便在物理計算中始終" "使用 [code]delta[/code] 也一樣會發生。要避免這種情況,如果增大了 [member " @@ -88613,8 +88569,8 @@ msgstr "" "的執行頻率。另見 [member application/run/max_fps]。\n" "[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變物理 FPS,請改為設定 " "[member Engine.physics_ticks_per_second]。\n" -"[b]注意:[/b]每個渲染影格最多只能模擬 [member physics/common/" -"max_physics_steps_per_frame] 個物理週期。如果為了追趕渲染,需要在每個渲染影格" +"[b]注意:[/b]每個算繪影格最多只能模擬 [member physics/common/" +"max_physics_steps_per_frame] 個物理週期。如果為了追趕算繪,需要在每個算繪影格" "中類比更多物理週期,遊戲看上去會是降速的(即便在物理計算中始終使用 " "[code]delta[/code])。因此,如果增大了 [member physics/common/" "physics_ticks_per_second],而且遠大於預設值,那麼建議將 [member physics/" @@ -88725,10 +88681,10 @@ msgid "" "[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" -"設定用於 2D/Canvas 渲染的 MSAA 取樣數(為 2 的冪)。MSAA 可用於減少多邊形邊緣" +"設定用於 2D/Canvas 算繪的 MSAA 取樣數(為 2 的冪)。MSAA 可用於減少多邊形邊緣" "周圍的鋸齒。較高的 MSAA 值會產生更平滑的邊緣,但在某些硬體上可能會明顯變慢,尤" "其是顯存頻寬比較有限的集成顯卡。這對著色器引起的鋸齒或紋理鋸齒無效。\n" -"[b]注意:[/b]MSAA 僅支援 Forward+ 和 Mobile 渲染方式,不支援 Compatibility。" +"[b]注意:[/b]MSAA 僅支援 Forward+ 和 Mobile 算繪方式,不支援 Compatibility。" msgid "" "Sets the number of MSAA samples to use for 3D rendering (as a power of two). " @@ -88741,12 +88697,12 @@ msgid "" "[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" -"設定用於 3D 渲染的 MSAA 取樣數(為 2 的冪)。MSAA 用於減少多邊形邊緣周圍的鋸" +"設定用於 3D 算繪的 MSAA 取樣數(為 2 的冪)。MSAA 用於減少多邊形邊緣周圍的鋸" "齒。較高的 MSAA 值會產生更平滑的邊緣,但在某些硬體上可能會明顯變慢,尤其是顯存" "頻寬比較有限的集成顯卡。另見用於超級取樣的雙線性縮放 3d [member rendering/" "scaling_3d/mode],它提供更高的品質但更昂貴。這對著色器引起的鋸齒或紋理鋸齒無" "效。\n" -"[b]注意:[/b]MSAA 僅支援 Forward+ 和 Mobile 渲染方式,不支援 Compatibility。" +"[b]注意:[/b]MSAA 僅支援 Forward+ 和 Mobile 算繪方式,不支援 Compatibility。" msgid "" "Sets the screen-space antialiasing mode for the default screen [Viewport]. " @@ -88763,13 +88719,13 @@ msgid "" "Mobile rendering methods, not Compatibility." msgstr "" "設定預設螢幕 [Viewport] 的螢幕空間抗鋸齒模式。螢幕空間抗鋸齒的原理是使用後期處" -"理著色器選擇性地讓邊緣模糊。與 MSAA 的區別在於,MSAA 是在渲染對象時進行了多次" +"理著色器選擇性地讓邊緣模糊。與 MSAA 的區別在於,MSAA 是在算繪對象時進行了多次" "覆蓋取樣。螢幕空間 AA 的方法通常比 MSAA 要快,會將鏡面反射鋸齒也進行平滑處理," "但容易讓場景變得模糊。這種模糊可以通過自動使用負的 Mipmap LOD 偏置部分緩解" "(見 [member rendering/textures/default_filters/texture_mipmap_bias])。\n" "對抗鏡面反射鋸齒的另一種方法是啟用 [member rendering/anti_aliasing/" "screen_space_roughness_limiter/enabled]。\n" -"[b]注意:[/b]螢幕空間抗鋸齒僅支援 Forward+ 和 Mobile 渲染方法,不支援 " +"[b]注意:[/b]螢幕空間抗鋸齒僅支援 Forward+ 和 Mobile 算繪方法,不支援 " "Compatibility。" msgid "" @@ -88786,7 +88742,7 @@ msgid "" msgstr "" "如果為 [code]true[/code],則使用一個快速的後處理濾鏡使條帶在 3D 中明顯不那麼明" "顯。除非 [member Environment.background_mode] 為 [constant Environment." -"BG_CANVAS],否則 2D 渲染[i]不會[/i]受到去條帶的影響。\n" +"BG_CANVAS],否則 2D 算繪[i]不會[/i]受到去條帶的影響。\n" "在某些情況下,去條帶可能會引入稍微明顯的抖動圖案。建議只在實際需要時才啟用去條" "帶,因為抖動圖案會使無失真壓縮的螢幕截圖變大。\n" "[b]注意:[/b]只有在專案啟動時才讀取該屬性。要在運作時設定去條帶,請改為在根 " @@ -88805,12 +88761,12 @@ msgid "" "Mobile or Compatibility." msgstr "" "為預設螢幕 [Viewport] 啟用時間抗鋸齒(Temporal Anti-Aliasing)。TAA 的原理是讓" -"相機產生抖動並積累最近渲染的幾影格圖像,使用運動向量渲染讓相機和物件產生運動。" +"相機產生抖動並積累最近算繪的幾影格圖像,使用運動向量算繪讓相機和物件產生運動。" "啟用 TAA 會讓圖像變模糊,這種模糊可以通過自動使用負的 Mipmap LOD 偏置部分緩解" "(參見 [member rendering/textures/default_filters/texture_mipmap_bias])。\n" "[b]注意:[/b]實作尚未完成,粒子及蒙皮網格等某些視覺實例可能會顯示運動中的重影" "偽像。\n" -"[b]注意:[/b]TAA 只支援 Forward+ 渲染方式,不支援 Mobile 或 Compatibility。" +"[b]注意:[/b]TAA 只支援 Forward+ 算繪方式,不支援 Mobile 或 Compatibility。" msgid "" "[b]Note:[/b] This property is only read when the project starts. To control " @@ -88836,7 +88792,7 @@ msgstr "" "這可以在一定程度上幫助減少鏡面反射鋸齒,儘管不如啟用 [member rendering/" "anti_aliasing/quality/use_taa]。 該篩檢程式的性能成本很小,因此如果它對你的場" "景沒有明顯好處,請考慮禁用它。\n" -"[b]注意:[/b]螢幕空間粗糙度限制器只支援 Forward+ 和 Mobile 渲染方式,不支援 " +"[b]注意:[/b]螢幕空間粗糙度限制器只支援 Forward+ 和 Mobile 算繪方式,不支援 " "Compatibility。\n" "[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時控制螢幕空間粗糙度限制器," "請呼叫 [method RenderingServer.screen_space_roughness_limiter_set_active]。" @@ -88885,13 +88841,13 @@ msgid "" "Compatibility rendering method. When using the Mobile rendering method, there " "is no depth prepass performed." msgstr "" -"如果 [code]true[/code],則在渲染 3D 材質之前先執行深度階段。當使用複雜的材質和" +"如果 [code]true[/code],則在算繪 3D 材質之前先執行深度階段。當使用複雜的材質和" "照明時,這樣做能夠顯著提高過度繪製場景的性能。然而,如果場景中被遮擋的表面比較" "少,前置深度階段可能會降低性能。如果你的遊戲使用的是不易造成過度繪製的固定視角" "(例如俯視或者橫版視角),請考慮禁用前置深度階段,從而提升性能。這個設置可以在" "運作時更改,針對目前查看的場景來優化進行。\n" -"[b]注意:[/b]前置深度階段僅在使用 Forward+ 或 Compatibility 渲染方法時支援。使" -"用 Mobile 渲染方法時,不會執行前置深度階段。" +"[b]注意:[/b]前置深度階段僅在使用 Forward+ 或 Compatibility 算繪方法時支援。使" +"用 Mobile 算繪方法時,不會執行前置深度階段。" msgid "" "The thread model to use for rendering. Rendering on a thread may improve " @@ -88902,7 +88858,7 @@ msgid "" "particles or resizing the window. Not recommended for use in production at " "this stage." msgstr "" -"渲染使用的執行緒模型。使用執行緒渲染可能提升性能,但與主執行緒同步時可能引起更" +"算繪使用的執行緒模型。使用執行緒算繪可能提升性能,但與主執行緒同步時可能引起更" "大的卡頓。\n" "[b]注意:[/b]多執行緒對應的 [b]Multi-Threaded[/b] 選項是實驗性的,存在一些已知" "的問題,這些問題可能導致當機,尤其是在使用粒子或調整視窗大小的情況下。目前不推" @@ -88989,9 +88945,9 @@ msgid "" "faster but may miss small details. If [code]false[/code], screen-space " "ambient occlusion will be rendered at full size." msgstr "" -"如果為 [code]true[/code],螢幕空間環境光遮蔽將以一半大小渲染,然後在被新增到場" +"如果為 [code]true[/code],螢幕空間環境光遮蔽將以一半大小算繪,然後在被新增到場" "景之前放大。這明顯更快,但可能會遺漏一些小細節。如果為 [code]false[/code],螢" -"幕空間環境光遮蔽將以全尺寸渲染。" +"幕空間環境光遮蔽將以全尺寸算繪。" msgid "" "Sets the quality of the screen-space ambient occlusion effect. Higher values " @@ -89044,7 +89000,7 @@ msgid "" "faster but may miss small details and may result in some objects appearing to " "glow at their edges." msgstr "" -"如果為 [code]true[/code],螢幕空間間接光照將以一半大小渲染,然後在被新增到場景" +"如果為 [code]true[/code],螢幕空間間接光照將以一半大小算繪,然後在被新增到場景" "之前放大。這明顯更快,但可能會遺漏一些小細節,部分物件的邊緣也會出現發光的情" "況。" @@ -89084,7 +89040,7 @@ msgid "" msgstr "" "設定次表面散射效果的品質。值越高越慢,但視覺效果更佳。影響 [member " "BaseMaterial3D.subsurf_scatter_enabled] 為 [code]true[/code] 以及設定了 " -"[code]SSS_STRENGTH[/code] 的 [ShaderMaterial] 的材質的渲染。\n" +"[code]SSS_STRENGTH[/code] 的 [ShaderMaterial] 的材質的算繪。\n" "[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時設定次表面散射品質,請改為" "呼叫 [method RenderingServer.sub_surface_scattering_set_quality]。" @@ -89139,7 +89095,7 @@ msgid "" "renderer. This property can not be edited directly, instead, set the driver " "using the platform-specific overrides." msgstr "" -"設定渲染器驅動程式,在使用 Compatibility(相容性)渲染器時使用。這個屬性不能直" +"設定算繪器驅動程式,在使用 Compatibility(相容性)算繪器時使用。這個屬性不能直" "接編輯,請改用特定平臺的覆蓋項來設定驅動程式。" msgid "Android override for [member rendering/gl_compatibility/driver]." @@ -89167,7 +89123,7 @@ msgid "" "Increase this limit if you find that not all objects are being drawn in a " "frame." msgstr "" -"單次視口更新中能夠繪製的畫布專案命令的最大數量。如果發出了更多的渲染命令,就會" +"單次視口更新中能夠繪製的畫布專案命令的最大數量。如果發出了更多的算繪命令,就會" "被忽略。降低這個限制可以在頻寬有限的裝置上提高性能。如果你發現不是所有的對象都" "在同一影格中被繪製,請提高這個限制。" @@ -89194,11 +89150,11 @@ msgid "" "resolution GI at run-time, call [method RenderingServer." "gi_set_use_half_resolution] instead." msgstr "" -"如果為 [code]true[/code],則以減半的解析度渲染 [VoxelGI] 和 SDFGI([member " +"如果為 [code]true[/code],則以減半的解析度算繪 [VoxelGI] 和 SDFGI([member " "Environment.sdfgi_enabled])緩衝區(例如,當視口大小為 1920×1080 時為 " "960×540)。當啟用 VoxelGI 或 SDFGI 時,這會顯著提高性能,但代價是多邊形邊緣上" "可能會出現可見的偽影。隨著視口解析度的增加,品質損失變得不那麼明顯。" -"[LightmapGI] 渲染不受該設定的影響。\n" +"[LightmapGI] 算繪不受該設定的影響。\n" "[b]注意:[/b]只有在專案啟動時該屬性才會被讀取。要在運作時設定半解析度 GI,請改" "為呼叫 [method RenderingServer.gi_set_use_half_resolution]。" @@ -89218,8 +89174,8 @@ msgid "" msgstr "" "用於收斂帶符號距離場全域光照的影格數。值越高,得到的噪點越少,但完全收斂所需的" "時間也就越長。這意味著場景的全域光照處於過暗狀態的時間可能更長,在相機快速移動" -"時尤為明顯。實際的收斂速度取決於渲染影格率。例如,預設設定為 30 影格,則 60 " -"FPS 的渲染會讓 SDFGI 在 0.5 秒後完全收斂。另見 [member rendering/" +"時尤為明顯。實際的收斂速度取決於算繪影格率。例如,預設設定為 30 影格,則 60 " +"FPS 的算繪會讓 SDFGI 在 0.5 秒後完全收斂。另見 [member rendering/" "global_illumination/sdfgi/frames_to_update_lights] 和 [member rendering/" "global_illumination/sdfgi/probe_ray_count]。\n" "[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時控制 SDFGI 的收斂速度,請改" @@ -89275,7 +89231,7 @@ msgid "" "VoxelGI quality at runtime, call [method RenderingServer." "voxel_gi_set_quality] instead." msgstr "" -"要使用的 VoxelGI 品質。高品質下的光照更精確、反射品質更好,但渲染速度較慢。這" +"要使用的 VoxelGI 品質。高品質下的光照更精確、反射品質更好,但算繪速度較慢。這" "個設定不影響烘焙資料,套用時不需要重新烘焙 [VoxelGI]。\n" "[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時控制 VoxelGI 的品質,請改為" "呼叫 [method RenderingServer.voxel_gi_set_quality]。" @@ -89506,7 +89462,7 @@ msgid "" msgstr "" "允許對光源使用基於物理的單位。基於物理的單位往往比 Godot 使用的任意單位大得" "多,但它們可用於將 Godot 內的照明與真實世界的照明相配對。由於自然界中照明條件" -"的動態範圍很大,Godot 在渲染之前會將曝光量烘焙到各種照明量中。大多數光源在運行" +"的動態範圍很大,Godot 在算繪之前會將曝光量烘焙到各種照明量中。大多數光源在運行" "時根據活動的 [CameraAttributes] 資源自動烘焙曝光,但 [LightmapGI] 和 " "[VoxelGI] 需要在烘焙時設定 [CameraAttributes] 資源以減少動態範圍。在運作時," "Godot 將自動協調烘焙的曝光與活動的曝光,以確保照明保持一致。" @@ -89523,14 +89479,14 @@ msgid "" "[b]Note:[/b] This setting is only effective when using the Forward+ rendering " "method, not Mobile and Compatibility." msgstr "" -"可以在相機視圖中一次渲染的集群元素([OmniLight3D] + [SpotLight3D] + [Decal] + " +"可以在相機視圖中一次算繪的集群元素([OmniLight3D] + [SpotLight3D] + [Decal] + " "[ReflectionProbe])的最大數量。如果相機視圖中存在更多的集群元素,其中一些將不" -"會被渲染(導致在相機移動期間彈出)。在燈光和裝飾上啟用距離淡入淡出([member " +"會被算繪(導致在相機移動期間彈出)。在燈光和裝飾上啟用距離淡入淡出([member " "Light3D.distance_fade_enabled]、[member Decal.distance_fade_enabled])有助於避" "免達到該限制。\n" "減小該值可能會提高某些設定的 GPU 性能,即使在專案中從未達到集群元素最大數量也" "是如此。\n" -"[b]注意:[/b]該設定僅在使用 Forward+ 渲染方式時有效,對 Mobile 和 " +"[b]注意:[/b]該設定僅在使用 Forward+ 算繪方式時有效,對 Mobile 和 " "Compatibility 無效。" msgid "" @@ -89543,12 +89499,12 @@ msgid "" "[b]Note:[/b] This setting is only effective when using the Compatibility " "rendering method, not Forward+ and Mobile." msgstr "" -"每個物件可渲染的全向燈和聚光燈的最大數量。預設值為 8,這意味著每個表面最多可受" +"每個物件可算繪的全向燈和聚光燈的最大數量。預設值為 8,這意味著每個表面最多可受" "到 8 個全向燈和 8 個聚光燈影響。這進一步受到硬體支援和 [member rendering/" "limits/opengl/max_renderable_lights] 的限制。將該設定得較低會略微減少記憶體使" -"用,可能會減少著色器編譯時間,並可能導致在低端、移動或 Web 裝置上的渲染速度更" +"用,可能會減少著色器編譯時間,並可能導致在低端、移動或 Web 裝置上的算繪速度更" "快。\n" -"[b]注意:[/b]該設定僅支援 Compatibility 渲染方式,不支援 Forward+ 和 Mobile。" +"[b]注意:[/b]該設定僅支援 Compatibility 算繪方式,不支援 Forward+ 和 Mobile。" msgid "" "Max number of elements renderable in a frame. If more elements than this are " @@ -89560,11 +89516,11 @@ msgid "" "[b]Note:[/b] This setting is only effective when using the Compatibility " "rendering method, not Forward+ and Mobile." msgstr "" -"一影格中可渲染的最大元素數。如果每影格可見的元素多於此,則不會繪製它們。請記" +"一影格中可算繪的最大元素數。如果每影格可見的元素多於此,則不會繪製它們。請記" "住,元素指的是網格表面,而不是網格本身。將此值設定得較低會略微減少記憶體使用" "量,並可能減少著色器編譯時間,尤其是在 Web 上。對於大多數用途,預設值是合適" "的,但在 Web 匯出時可考慮盡可能降低。\n" -"[b]注意:[/b]該設定僅在支援 Compatibility 渲染方式,不支援 Forward+ 和 " +"[b]注意:[/b]該設定僅在支援 Compatibility 算繪方式,不支援 Forward+ 和 " "Mobile。" msgid "" @@ -89576,10 +89532,10 @@ msgid "" "[b]Note:[/b] This setting is only effective when using the Compatibility " "rendering method, not Forward+ and Mobile." msgstr "" -"一影格中可渲染的定位燈的最大數量。如果使用的燈多於此數量,則它們將被忽略。將此" +"一影格中可算繪的定位燈的最大數量。如果使用的燈多於此數量,則它們將被忽略。將此" "值設定得較低會略微減少記憶體使用量,並可能減少著色器編譯時間,尤其是在 Web " "上。對於大多數用途,預設值是合適的,但在 Web 匯出時可考慮盡可能降低。\n" -"[b]注意:[/b]該設定僅在支援 Compatibility 渲染方式,不支援 Forward+ 和 " +"[b]注意:[/b]該設定僅在支援 Compatibility 算繪方式,不支援 Forward+ 和 " "Mobile。" msgid "" @@ -89595,7 +89551,7 @@ msgid "" "the automatic LOD threshold at runtime, set [member Viewport." "mesh_lod_threshold] on the root [Viewport]." msgstr "" -"用於 [ReflectionProbe] 中渲染的網格的自動 LOD 偏置。較高的值將使用生成了 LOD " +"用於 [ReflectionProbe] 中算繪的網格的自動 LOD 偏置。較高的值將使用生成了 LOD " "變化的不太詳細的網格版本。如果設定為 [code]0.0[/code],則自動 LOD 將被禁用。增" "加 [member rendering/mesh_lod/lod_change/threshold_pixels] 以犧牲幾何細節為代" "價提高性能。\n" @@ -89614,7 +89570,7 @@ msgid "" "the BVH build quality at runtime, use [method RenderingServer." "viewport_set_occlusion_culling_build_quality]." msgstr "" -"渲染遮擋剔除緩衝區時使用的 [url=https://en.wikipedia.org/wiki/" +"算繪遮擋剔除緩衝區時使用的 [url=https://en.wikipedia.org/wiki/" "Bounding_volume_hierarchy]BVH[/url] 品質。值越高,得到的遮擋剔除越精確,但代價" "是 CPU 使用率也越高。另見 [member rendering/occlusion_culling/" "occlusion_rays_per_thread]。\n" @@ -89753,12 +89709,12 @@ msgid "" "[b]GL Compatibility[/b]: Low-end renderer designed for older devices. Based " "on the limitations of the OpenGL 3.3/ OpenGL ES 3.0 / WebGL 2 APIs." msgstr "" -"設定專案將使用的渲染器。選項有:\n" -"[b]Forward Plus[/b]:為桌面裝置設計的高端渲染器。有較高的基礎開銷,但能夠很好" +"設定專案將使用的算繪器。選項有:\n" +"[b]Forward Plus[/b]:為桌面裝置設計的高端算繪器。有較高的基礎開銷,但能夠很好" "地擴充到複雜的場景。不適合老舊裝置和移動裝置。\n" -"[b]Mobile[/b]:為移動裝置設計的現代渲染器。基礎開銷比 Forward Plus 低,但在處" +"[b]Mobile[/b]:為移動裝置設計的現代算繪器。基礎開銷比 Forward Plus 低,但在處" "理有許多元素的大型場景時,擴充性並不理想。\n" -"[b]GL Compatibility[/b]:為老舊裝置設計的低端渲染器。基於 OpenGL 3.3/ OpenGL " +"[b]GL Compatibility[/b]:為老舊裝置設計的低端算繪器。基於 OpenGL 3.3/ OpenGL " "ES 3.0 / WebGL 2 API 的限制。" msgid "" @@ -89774,7 +89730,7 @@ msgid "" "can not be edited directly, instead, set the driver using the platform-" "specific overrides." msgstr "" -"設定渲染器驅動程式,在使用集群渲染器、移動渲染器等基於 RenderingDevice 的渲染" +"設定算繪器驅動程式,在使用集群算繪器、移動算繪器等基於 RenderingDevice 的算繪" "器時使用。這個屬性不能直接編輯,請改用特定平臺的覆蓋項來設定驅動程式。" msgid "Android override for [member rendering/rendering_device/driver]." @@ -89818,13 +89774,13 @@ msgid "" "not Mobile or Compatibility. If using an incompatible rendering method, FSR " "will fall back to bilinear scaling." msgstr "" -"設定縮放 3D 模式。雙線性縮放以不同的解析度渲染,以對視口進行欠取樣或超取樣。" +"設定縮放 3D 模式。雙線性縮放以不同的解析度算繪,以對視口進行欠取樣或超取樣。" "FidelityFX 超解析度(FidelityFX Super Resolution) 1.0,縮寫為 FSR,是一種放大" "技術,可通過使用一種空間感知放大演算法,以快速畫面播放速率生成高品質圖像。FSR " "比雙線性稍微貴一點,但它產生的圖像品質明顯更高。在特別低端的 GPU 上,FSR 的性" "價比過低(與使用具有一個稍高解析度縮放以配對性能的雙線性縮放相比)。\n" -"[b]注意:[/b]FSR 只在使用 Forward+ 渲染方式時有效,對 Mobile 或 Compatibility " -"無效。如果使用不相容的渲染方法,FSR 將退回到雙線性縮放。" +"[b]注意:[/b]FSR 只在使用 Forward+ 算繪方式時有效,對 Mobile 或 Compatibility " +"無效。如果使用不相容的算繪方法,FSR 將退回到雙線性縮放。" msgid "" "Scales the 3D render buffer based on the viewport size uses an image filter " @@ -89837,10 +89793,10 @@ msgid "" "antialiasing, which is significantly cheaper but only smooths the edges of " "polygons." msgstr "" -"根據視口大小縮放 3D 渲染緩衝區,使用 [member rendering/scaling_3d/mode] 中指定" +"根據視口大小縮放 3D 算繪緩衝區,使用 [member rendering/scaling_3d/mode] 中指定" "的圖像篩檢程式將輸出圖像縮放至完整的視口大小。比 [code]1.0[/code] 小的值可以犧" -"牲品質(欠取樣)換取更高的 3D 渲染速度。比 [code]1.0[/code] 大的值僅對雙線性模" -"式有效,可以大幅犧牲性能(超取樣)換取 3D 渲染品質的提升。另見 [member " +"牲品質(欠取樣)換取更高的 3D 算繪速度。比 [code]1.0[/code] 大的值僅對雙線性模" +"式有效,可以大幅犧牲性能(超取樣)換取 3D 算繪品質的提升。另見 [member " "rendering/anti_aliasing/quality/msaa_3d] 多重取樣抗鋸齒,性能成本顯著降低,但" "僅平滑多邊形的邊緣。" @@ -89873,7 +89829,7 @@ msgid "" "[b]Note:[/b] This setting currently has no effect, as vertex shading is not " "implemented yet." msgstr "" -"如果為 [code]true[/code],為所有渲染強制頂點著色。這可以大大提高性能,但也會極" +"如果為 [code]true[/code],為所有算繪強制頂點著色。這可以大大提高性能,但也會極" "大地降低品質。可用於優化低端移動裝置的性能。\n" "[b]注意:[/b]這個設定目前沒有效果,因為頂點著色還沒有實作。" @@ -90050,7 +90006,7 @@ msgid "" "high dynamic range (e.g. 2D glow)." msgstr "" "如果 [code]true[/code],則在根視窗上啟用 [member Viewport.use_hdr_2d]。這允許 " -"2D 渲染利用需要高動態範圍的效果(例如 2D 發光) )。" +"2D 算繪利用需要高動態範圍的效果(例如 2D 發光) )。" msgid "" "If [code]true[/code], enables [member Viewport.transparent_bg] on the root " @@ -90152,13 +90108,13 @@ msgid "" "feature." msgstr "" "如果為 [code]true[/code],則 OpenXR 會管理深度緩衝區,使用深度緩衝區進行高級再" -"投影,前提是 XR 運作時支援。請注意,Godot 中的部分渲染功能無法與該功能一同使" +"投影,前提是 XR 運作時支援。請注意,Godot 中的部分算繪功能無法與該功能一同使" "用。" msgid "" "Specify the view configuration with which to configure OpenXR setting up " "either Mono or Stereo rendering." -msgstr "指定視圖配置,用於配置 OpenXR 設定單視場或立體渲染。" +msgstr "指定視圖配置,用於配置 OpenXR 設定單視場或立體算繪。" msgid "If [code]true[/code], Godot will compile shaders required for XR." msgstr "如果為 [code]true[/code],Godot 將編譯 XR 所需的著色器。" @@ -91036,7 +90992,7 @@ msgid "" "attachment to an input. Make sure to also supply it properly in the " "[RDUniform] for the uniform set." msgstr "" -"用於多通道框架緩衝區(不止一個渲染通道)。將一個附件轉換為一個輸入。確保還在 " +"用於多通道框架緩衝區(不止一個算繪通道)。將一個附件轉換為一個輸入。確保還在 " "[RDUniform] 中為 uniform 集正確提供它。" msgid "Attachments to preserve in this pass (otherwise they are erased)." @@ -91144,7 +91100,7 @@ msgid "" "[/codeblock]" msgstr "" "控制使用 [RenderingDevice] 時如何在來源和目標片段之間進行混合。\n" -"以下是常見面向使用者的混合模式在 Godot 的 2D 渲染器中的實作方法,僅供參考:\n" +"以下是常見面向使用者的混合模式在 Godot 的 2D 算繪器中的實作方法,僅供參考:\n" "[b]混合:[/b]\n" "[codeblock]\n" "var attachment = RDPipelineColorBlendStateAttachment.new()\n" @@ -91299,7 +91255,7 @@ msgid "" msgstr "" "如果為 [code]true[/code],則會啟用深度測試,能夠讓物件根據深度自動被其他物件遮" "擋。這樣物件就能夠被其他物件部分遮擋。如果為 [code]false[/code],則會按照繪制" -"順序顯示(類似 Godot 的 2D 渲染器)。" +"順序顯示(類似 Godot 的 2D 算繪器)。" msgid "Pipeline multisample state (used by [RenderingDevice])." msgstr "管線的多重取樣狀態(由 [RenderingDevice] 使用)。" @@ -91309,7 +91265,7 @@ msgid "" "supersample antialiasing is being performed when rendering using " "[RenderingDevice]." msgstr "" -"[RDPipelineMultisampleState] 控制的是在使用 [RenderingDevice] 進行渲染時,如何" +"[RDPipelineMultisampleState] 控制的是在使用 [RenderingDevice] 進行算繪時,如何" "進行多重取樣和超取樣抗鋸齒。" msgid "" @@ -91411,7 +91367,7 @@ msgid "" "If [code]true[/code], performs wireframe rendering for triangles instead of " "flat or textured rendering." msgstr "" -"如果為 [code]true[/code],則會為三角形進行線框渲染,不進行平面或紋理渲染。" +"如果為 [code]true[/code],則會為三角形進行線框算繪,不進行平面或紋理算繪。" msgid "Pipeline specialization constant (used by [RenderingDevice])." msgstr "管線特化常數(由 [RenderingDevice] 使用)。" @@ -91483,7 +91439,7 @@ msgid "" "depth values from a shadow sampler." msgstr "" "如果為 [code]true[/code],則返回值基於 [member compare_op] 定義的比較運算。這" -"種做法基於硬體,因此比手動在著色器中執行要快。例如,渲染陰影貼圖時就會對陰影取" +"種做法基於硬體,因此比手動在著色器中執行要快。例如,算繪陰影貼圖時就會對陰影取" "樣器的深度值進行比較運算。" msgid "" @@ -91652,7 +91608,7 @@ msgid "" msgstr "" "[RDShaderSPIRV] 代表 [RDShaderFile] 不同著色器階段的 [url=https://www.khronos." "org/spir/]SPIR-V[/url] 程式碼,以及可能的編譯錯誤消息。SPIR-V 是一種低階著色器" -"中間表示。這種中間表示無法用於 GPU 渲染,但可以編譯為 GPU 能夠理解的二進位著色" +"中間表示。這種中間表示無法用於 GPU 算繪,但可以編譯為 GPU 能夠理解的二進位著色" "器。與編譯後的著色器不同,SPIR-V 可以在不同 GPU 型號以及驅動版本之間移植。\n" "這個物件由 [RenderingDevice] 使用。" @@ -92455,18 +92411,18 @@ msgstr "" "UPDATE_ONCE] 時),建立高品質反射。[ReflectionProbe] 可以與場景的其餘部分,平" "滑地混合在一起。[ReflectionProbe] 還可以與 [VoxelGI]、SDFGI([member " "Environment.sdfgi_enabled])和螢幕空間反射([member Environment.ssr_enabled])" -"結合使用,以在特定區域獲得更準確的反射。[ReflectionProbe] 渲染其 [member " +"結合使用,以在特定區域獲得更準確的反射。[ReflectionProbe] 算繪其 [member " "cull_mask] 內的所有物件,因此更新它們可能會非常昂貴。最好僅用重要的靜態物件更" "新一次,然後保持原樣。\n" "[b]注意:[/b]與 [VoxelGI] 和 SDFGI 不同,[ReflectionProbe] 僅從一個 " "[WorldEnvironment] 節點獲取環境。如果你在一個 [Camera3D] 節點中指定了一個 " "[Environment] 資源,它將被該 [ReflectionProbe] 忽略。這可能會導致 " "[ReflectionProbe] 內的照明不正確。\n" -"[b]注意:[/b]反射探查僅支援 Forward+ 和 Mobile 渲染方法,不支援 " -"Compatibility。使用移動渲染方法時,每個網格資源上最多只能顯示 8 個反射探查。嘗" +"[b]注意:[/b]反射探查僅支援 Forward+ 和 Mobile 算繪方法,不支援 " +"Compatibility。使用移動算繪方法時,每個網格資源上最多只能顯示 8 個反射探查。嘗" "試在單個網格資源上顯示 8 個以上的反射探查,將導致反射探查隨著相機移動而閃" "爍。\n" -"[b]注意:[/b]當使用移動渲染方法時,反射探查只會正確地影響可見 AABB 與反射探查" +"[b]注意:[/b]當使用移動算繪方法時,反射探查只會正確地影響可見 AABB 與反射探查" "的 AABB 相交的網格。如果使用著色器以使網格超出其 AABB 的方式變形該網格,則必須" "在網格上增加 [member GeometryInstance3D.extra_cull_margin]。否則,反射探查可能" "在網格上不可見。" @@ -92519,7 +92475,7 @@ msgid "" "large objects which are likely to take up a lot of space in the reflection." msgstr "" "設定剔除遮罩,該遮罩確定該探查繪製的對象。每個 [VisualInstance3D],若它有一個" -"層被包含在該剔除遮罩中,則它將由該探查渲染。為了提高性能,最好只包含可能在反射" +"層被包含在該剔除遮罩中,則它將由該探查算繪。為了提高性能,最好只包含可能在反射" "中佔用大量空間的大型物件。" msgid "" @@ -92527,7 +92483,7 @@ msgid "" "the reflection probe slower to render; you may want to disable this if using " "the [constant UPDATE_ALWAYS] [member update_mode]." msgstr "" -"如果為 [code]true[/code],則在反射探測中計算陰影。這使得反射探查渲染更慢;如果" +"如果為 [code]true[/code],則在反射探測中計算陰影。這使得反射探查算繪更慢;如果" "想禁用它,可以使用 [constant UPDATE_ALWAYS] [member update_mode]。" msgid "" @@ -92564,7 +92520,7 @@ msgid "" "[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] " "visibility ranges (also known as \"manual\" LOD or hierarchical LOD)." msgstr "" -"用於在 [ReflectionProbe] 內渲染網格的自動 LOD 偏置(這類似於 [member Viewport." +"用於在 [ReflectionProbe] 內算繪網格的自動 LOD 偏置(這類似於 [member Viewport." "mesh_lod_threshold])。較高的值將使用生成了 LOD 變化的不太詳細的網格版本。如果" "設定為 [code]0.0[/code],則自動 LOD 將被禁用。增加 [member " "mesh_lod_threshold] 以犧牲幾何細節為代價提高性能,尤其是在使用 [constant " @@ -93040,7 +92996,7 @@ msgid "" "or when using the Compatibility rendering method." msgstr "" "[RenderingDevice] 是用來使用 Vulkan 等現代低階圖形 API 的抽象。與(適用於 " -"Godot 自有渲染子系統的)[RenderingServer] 相比,[RenderingDevice] 所處的層級更" +"Godot 自有算繪子系統的)[RenderingServer] 相比,[RenderingDevice] 所處的層級更" "低,能夠更加直接地使用底層圖形 API。Godot 使用 [RenderingDevice] 來支援部分現" "代低階圖形 API,能夠減少所需的重複程式碼。你也可以在自己的專案中使用 " "[RenderingDevice],從而執行 [RenderingServer] 和高階節點未暴露的功能,例如使用" @@ -93049,7 +93005,7 @@ msgstr "" "RenderingServer.get_rendering_device] 獲取。這個全域的 [RenderingDevice] 進行" "的是螢幕繪圖。\n" "[b]局部 RenderingDevice:[/b]你可以使用 [method RenderingServer." -"create_local_rendering_device] 建立“次級”渲染裝置,在單獨的執行緒中進行渲染和 " +"create_local_rendering_device] 建立“次級”算繪裝置,在單獨的執行緒中進行算繪和 " "GPU 計算操作。\n" "[b]注意:[/b]使用 [RenderingDevice] 需要對 Vulkan、Direct3D 12、Metal 或 " "WebGPU 有中等水平的知識。這些圖形 API 比 OpenGL 和 Direct3D 所處的層級更低,能" @@ -93057,7 +93013,7 @@ msgstr "" "請學習 [url=https://vulkan-tutorial.com/]Vulkan 教學[/url]或 [url=https://" "vkguide.dev/]Vulkan 指南[/url]。在嘗試學習低階圖形 API 之前,建議先學習現代 " "OpenGL 或 Direct3D 11 相關的知識。\n" -"[b]注意:[/b]使用無頭模式運作或使用 Compatibility 渲染方法時," +"[b]注意:[/b]使用無頭模式運作或使用 Compatibility 算繪方法時," "[RenderingDevice] 不可用。" msgid "Using compute shaders" @@ -93327,7 +93283,7 @@ msgid "" "Submits [param draw_list] for rendering on the GPU. This is the raster " "equivalent to [method compute_list_dispatch]." msgstr "" -"將 [param draw_list] 提交給 GPU 渲染。相當於是柵格版本的 [method " +"將 [param draw_list] 提交給 GPU 算繪。相當於是柵格版本的 [method " "compute_list_dispatch]。" msgid "" @@ -93422,7 +93378,7 @@ msgid "" msgstr "" "新建影格緩衝格式,附件為 [param attachments]、視圖數為 [param view_count]。返" "回的是新影格緩衝的唯一影格緩衝格式 ID。\n" -"如果 [param view_count] 大於等於 [code]2[/code],則會針對 VR 渲染啟用多視圖。" +"如果 [param view_count] 大於等於 [code]2[/code],則會針對 VR 算繪啟用多視圖。" "要求支援 Vulkan 的多視圖擴充。" msgid "" @@ -93439,7 +93395,7 @@ msgid "" msgstr "" "建立多階段影格緩衝格式並返回其 ID,附件為 [param attachments]、階段數為 " "[param passes]、視圖數為 [param view_count]。如果 [param view_count] 大於等於 " -"[code]2[/code],則會針對 VR 渲染啟用多視圖。要求支援 Vulkan 的多視圖擴充。" +"[code]2[/code],則會針對 VR 算繪啟用多視圖。要求支援 Vulkan 的多視圖擴充。" msgid "" "Returns the number of texture samples used for the given framebuffer [param " @@ -93484,7 +93440,7 @@ msgid "" "index] (in microseconds since the engine started). See also [method " "get_captured_timestamp_gpu_time] and [method capture_timestamp]." msgstr "" -"返回渲染步驟的 CPU 時間戳記(引擎啟動後經過的毫秒數),渲染步驟由 [param " +"返回算繪步驟的 CPU 時間戳記(引擎啟動後經過的毫秒數),算繪步驟由 [param " "index] 指定。另見 [method get_captured_timestamp_gpu_time] 和 [method " "capture_timestamp]。" @@ -93493,7 +93449,7 @@ msgid "" "index] (in microseconds since the engine started). See also [method " "get_captured_timestamp_cpu_time] and [method capture_timestamp]." msgstr "" -"返回渲染步驟的 GPU 時間戳記(引擎啟動後經過的毫秒數),渲染步驟由 [param " +"返回算繪步驟的 GPU 時間戳記(引擎啟動後經過的毫秒數),算繪步驟由 [param " "index] 指定。另見 [method get_captured_timestamp_cpu_time] 和 [method " "capture_timestamp]。" @@ -93501,18 +93457,18 @@ msgid "" "Returns the timestamp's name for the rendering step specified by [param " "index]. See also [method capture_timestamp]." msgstr "" -"返回渲染步驟的時間戳記的名稱,渲染步驟由 [param index] 指定。另見 [method " +"返回算繪步驟的時間戳記的名稱,算繪步驟由 [param index] 指定。另見 [method " "capture_timestamp]。" msgid "" "Returns the total number of timestamps (rendering steps) available for " "profiling." -msgstr "返回能夠進行性能分析的時間戳記(渲染步驟)總數。" +msgstr "返回能夠進行性能分析的時間戳記(算繪步驟)總數。" msgid "" "Returns the index of the last frame rendered that has rendering timestamps " "available for querying." -msgstr "返回能夠進行渲染時間戳記查詢的最後一個渲染影格的索引。" +msgstr "返回能夠進行算繪時間戳記查詢的最後一個算繪影格的索引。" msgid "" "Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\"). " @@ -93596,7 +93552,7 @@ msgid "" "gpuinfo.org/]Vulkan Hardware Database[/url]." msgstr "" "返回指定 [param limit] 的值。這個極限值取決於目前的圖形硬體(有時也和驅動版本" -"有關)。如果超出了給定的極限,則會發生渲染錯誤。\n" +"有關)。如果超出了給定的極限,則會發生算繪錯誤。\n" "各種圖形硬體的極限可以在 [url=https://vulkan.gpuinfo.org/]Vulkan 硬體資料庫[/" "url]中找到。" @@ -93606,14 +93562,14 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "RenderingDevice's [method free_rid] method." msgstr "" -"新建渲染管線。可以通過返回的 RID 進行存取。\n" +"新建算繪管線。可以通過返回的 RID 進行存取。\n" "RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。" msgid "" "Returns [code]true[/code] if the render pipeline specified by the [param " "render_pipeline] RID is valid, [code]false[/code] otherwise." msgstr "" -"如果由 [param render_pipeline] RID 指定的渲染管線有效則返回 [code]true[/" +"如果由 [param render_pipeline] RID 指定的算繪管線有效則返回 [code]true[/" "code],否則返回 [code]false[/code]。" msgid "" @@ -93693,7 +93649,7 @@ msgstr "" "將 ID 為 [param id] 的資源名稱設定為 [param name]。用於使用 [url=https://" "renderdoc.org/]RenderDoc[/url] 等協力廠商工具進行除錯。\n" "可以為以下型別的資源命名:紋理、取樣器、頂點緩衝、索引緩衝、uniform 緩衝、紋理" -"緩衝、儲存緩衝、uniform 集緩衝、著色器、渲染管線、計算管線。無法為影格緩衝命" +"緩衝、儲存緩衝、uniform 集緩衝、著色器、算繪管線、計算管線。無法為影格緩衝命" "名。嘗試為不相容的資源型別命名會輸出錯誤。\n" "[b]注意:[/b]引擎以詳細模式運作時([method OS.is_stdout_verbose] = " "[code]true[/code]),或者使用 [code]dev_mode=yes[/code] SCons 選項編譯引擎構建" @@ -93885,7 +93841,7 @@ msgid "" msgstr "" "使用給定的[param type]、[param format]、[param samples]、傳回現有[param " "image] ([code]VkImage[/code])的RID[param usage_flags]、[param width]、[param " -"height]、[param depth]和[param layers]。這可用於允許Godot渲染到外部圖像上。" +"height]、[param depth]和[param layers]。這可用於允許Godot算繪到外部圖像上。" msgid "" "Creates a shared texture using the specified [param view] and the texture " @@ -93993,7 +93949,7 @@ msgid "" "must also be 2D (or a slice of a 3D/cubemap texture)." msgstr "" "啟用多重取樣抗鋸齒,將 [param from_texture] 紋理溶解至 [param to_texture]。啟" -"用後才能夠正常渲染 MSAA 影格緩衝。成功時返回 [constant @GlobalScope.OK],否則" +"用後才能夠正常算繪 MSAA 影格緩衝。成功時返回 [constant @GlobalScope.OK],否則" "返回 [constant @GlobalScope.ERR_INVALID_PARAMETER]。\n" "[b]注意:[/b][param from_texture] 和 [param to_texture] 的尺寸、格式、型別(顏" "色或深度)都必須相同。\n" @@ -94084,7 +94040,7 @@ msgstr "" msgid "" "Rendering device type does not match any of the other enum values or is " "unknown." -msgstr "渲染裝置的型別與其他列舉值均不配對,或者未知。" +msgstr "算繪裝置的型別與其他列舉值均不配對,或者未知。" msgid "" "Rendering device is an integrated GPU, which is typically [i](but not always)" @@ -94092,15 +94048,15 @@ msgid "" "Android and iOS, the rendering device type is always considered to be " "[constant DEVICE_TYPE_INTEGRATED_GPU]." msgstr "" -"渲染裝置為集成 GPU,通常[i](但不一定)[/i]比獨立 GPU([constant " -"DEVICE_TYPE_DISCRETE_GPU])要慢。在 Android 和 iOS 上,渲染裝置的型別始終為 " +"算繪裝置為集成 GPU,通常[i](但不一定)[/i]比獨立 GPU([constant " +"DEVICE_TYPE_DISCRETE_GPU])要慢。在 Android 和 iOS 上,算繪裝置的型別始終為 " "[constant DEVICE_TYPE_INTEGRATED_GPU]。" msgid "" "Rendering device is a dedicated GPU, which is typically [i](but not always)[/" "i] faster than integrated GPUs ([constant DEVICE_TYPE_INTEGRATED_GPU])." msgstr "" -"渲染裝置為獨立 GPU,通常[i](但不一定)[/i]比集成 GPU([constant " +"算繪裝置為獨立 GPU,通常[i](但不一定)[/i]比集成 GPU([constant " "DEVICE_TYPE_INTEGRATED_GPU])要快。" msgid "" @@ -94112,7 +94068,7 @@ msgid "" "Instead, the host GPU's device type will be reported as if the GPU was not " "emulated." msgstr "" -"渲染裝置為虛擬環境中的類比 GPU。通常比主機 GPU 要慢很多,這意味著獨立 GPU 的預" +"算繪裝置為虛擬環境中的類比 GPU。通常比主機 GPU 要慢很多,這意味著獨立 GPU 的預" "期性能等級大概與 [constant DEVICE_TYPE_INTEGRATED_GPU] 等價。使用虛擬機器 GPU " "穿透(例如 VFIO)時,裝置型別不會被彙報為 [constant DEVICE_TYPE_VIRTUAL_GPU]。" "而是會彙報主機 GPU 的裝置型別,就好像使用的不是模擬 GPU 一樣。" @@ -94123,8 +94079,8 @@ msgid "" "slowest kind of rendering device available; it's typically much slower than " "[constant DEVICE_TYPE_INTEGRATED_GPU]." msgstr "" -"渲染裝置由軟體類比提供(例如 Lavapipe 或 [url=https://github.com/google/" -"swiftshader]SwiftShader[/url])。這是可用的渲染裝置中最慢的一種;通常比 " +"算繪裝置由軟體類比提供(例如 Lavapipe 或 [url=https://github.com/google/" +"swiftshader]SwiftShader[/url])。這是可用的算繪裝置中最慢的一種;通常比 " "[constant DEVICE_TYPE_INTEGRATED_GPU] 要慢很多。" msgid "Represents the size of the [enum DeviceType] enum." @@ -94173,7 +94129,7 @@ msgid "Vulkan compute pipeline driver resource." msgstr "Vulkan 計算管線驅動資源。" msgid "Vulkan render pipeline driver resource." -msgstr "Vulkan 渲染管線驅動資源。" +msgstr "Vulkan 算繪管線驅動資源。" msgid "" "4-bit-per-channel red/green channel data format, packed into 8 bits. Values " @@ -96360,11 +96316,11 @@ msgstr "表示 [enum UniformType] 列舉的大小。" msgid "" "Point rendering primitive (with constant size, regardless of distance from " "camera)." -msgstr "渲染點的圖元(大小為常數,和與相機之間的距離無關)。" +msgstr "算繪點的圖元(大小為常數,和與相機之間的距離無關)。" msgid "" "Line list rendering primitive. Lines are drawn separated from each other." -msgstr "渲染線段列表的圖元。線段在繪製時是彼此獨立的。" +msgstr "算繪線段列表的圖元。線段在繪製時是彼此獨立的。" msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." @@ -96374,14 +96330,14 @@ msgid "" "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." -"html#drawing-line-lists-with-adjacency]渲染線段列表的圖元,提供鄰接資料。[/" +"html#drawing-line-lists-with-adjacency]算繪線段列表的圖元,提供鄰接資料。[/" "url]\n" "[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。" msgid "" "Line strip rendering primitive. Lines drawn are connected to the previous " "vertex." -msgstr "渲染線段條帶的圖元。繪製的線段與它的前一個頂點是相連的。" +msgstr "算繪線段條帶的圖元。繪製的線段與它的前一個頂點是相連的。" msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." @@ -96391,14 +96347,14 @@ msgid "" "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." -"html#drawing-line-strips-with-adjacency]渲染線段條帶的圖元,提供鄰接資料。[/" +"html#drawing-line-strips-with-adjacency]算繪線段條帶的圖元,提供鄰接資料。[/" "url]\n" "[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。" msgid "" "Triangle list rendering primitive. Triangles are drawn separated from each " "other." -msgstr "渲染三角形列表的圖元。三角形在繪製時是彼此獨立的。" +msgstr "算繪三角形列表的圖元。三角形在繪製時是彼此獨立的。" msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." @@ -96408,14 +96364,14 @@ msgid "" "does not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." -"html#drawing-triangle-lists-with-adjacency]渲染三角形列表的圖元,提供鄰接數" +"html#drawing-triangle-lists-with-adjacency]算繪三角形列表的圖元,提供鄰接數" "據。[/url]\n" "[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。" msgid "" "Triangle strip rendering primitive. Triangles drawn are connected to the " "previous triangle." -msgstr "渲染三角形條帶的圖元。繪製的三角形與它的前一個三角形是相連的。" +msgstr "算繪三角形條帶的圖元。繪製的三角形與它的前一個三角形是相連的。" msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." @@ -96425,7 +96381,7 @@ msgid "" "not expose." msgstr "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." -"html#drawing-triangle-strips-with-adjacency]渲染三角形條帶的圖元,提供鄰接數" +"html#drawing-triangle-strips-with-adjacency]算繪三角形條帶的圖元,提供鄰接數" "據。[/url]\n" "[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。" @@ -96436,7 +96392,7 @@ msgid "" "strip after the specified index.\n" "[b]Note:[/b] Only compatible with indexed draws." msgstr "" -"渲染三角形條帶的圖元,啟用[i]圖元重啟[/i]。繪製的三角形與它的前一個三角形是相" +"算繪三角形條帶的圖元,啟用[i]圖元重啟[/i]。繪製的三角形與它的前一個三角形是相" "連的,但是在繪製前可以指定圖元重啟索引,這樣在指定索引之後就會再建立一條三角形" "條帶。\n" "[b]注意:[/b]僅相容索引繪圖。" @@ -96444,7 +96400,7 @@ msgstr "" msgid "" "Tessellation patch rendering primitive. Only useful with tessellation " "shaders, which can be used to deform these patches." -msgstr "曲面細分面片渲染圖元。僅對曲面細分著色器有用,可以將面片變形。" +msgstr "曲面細分面片算繪圖元。僅對曲面細分著色器有用,可以將面片變形。" msgid "Represents the size of the [enum RenderPrimitive] enum." msgstr "代表 [enum RenderPrimitive] 列舉的大小。" @@ -96757,17 +96713,17 @@ msgid "Represents the size of the [enum BlendOperation] enum." msgstr "代表 [enum BlendOperation] 列舉的大小。" msgid "Start rendering and clear the whole framebuffer." -msgstr "開始渲染並清空整個影格緩衝。" +msgstr "開始算繪並清空整個影格緩衝。" msgid "Start rendering and clear the framebuffer in the specified region." -msgstr "開始渲染並清空影格緩衝裡的指定區域。" +msgstr "開始算繪並清空影格緩衝裡的指定區域。" msgid "" "Continue rendering and clear the framebuffer in the specified region. " "Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as " "the final action previously." msgstr "" -"繼續渲染並清空影格緩衝裡的指定區域。影格緩衝必須在之前的最後一次動作後停留在 " +"繼續算繪並清空影格緩衝裡的指定區域。影格緩衝必須在之前的最後一次動作後停留在 " "[constant FINAL_ACTION_CONTINUE] 狀態。" msgid "" @@ -96775,7 +96731,7 @@ msgid "" "was previously used to read in a shader, this will automatically insert a " "layout transition." msgstr "" -"開始渲染但保留附加顏色紋理的內容。如果影格緩衝之前用於在著色器中讀取,此操作會" +"開始算繪但保留附加顏色紋理的內容。如果影格緩衝之前用於在著色器中讀取,此操作會" "自動插入佈局過渡。" msgid "" @@ -96783,14 +96739,14 @@ msgid "" "the fastest option when you will be writing every single pixel and you don't " "need a clear color." msgstr "" -"開始渲染,忽略原有內容;在內容上覆蓋。當你會寫入所有圖元並且不需要清屏顏色時," +"開始算繪,忽略原有內容;在內容上覆蓋。當你會寫入所有圖元並且不需要清屏顏色時," "這通常是最快的選項。" msgid "" "Continue rendering. Framebuffer must have been left in [constant " "FINAL_ACTION_CONTINUE] state as the final action previously." msgstr "" -"繼續渲染。影格緩衝必須在之前的最後一次動作後停留在 [constant " +"繼續算繪。影格緩衝必須在之前的最後一次動作後停留在 [constant " "FINAL_ACTION_CONTINUE] 狀態。" msgid "Represents the size of the [enum InitialAction] enum." @@ -97088,9 +97044,9 @@ msgid "" "argument[/url] disables all rendering and window management functions. Most " "functions from [RenderingServer] will return dummy values in this case." msgstr "" -"渲染伺服器是所有可見內容的 API 後端。整個場景系統都掛載在它上面來顯示。渲染服" +"算繪伺服器是所有可見內容的 API 後端。整個場景系統都掛載在它上面來顯示。算繪服" "務器是完全不透明的:內部實作完全取決於具體的實作,無法進行存取。\n" -"使用渲染伺服器可以完全繞過場景和 [Node] 系統。如果場景系統是瓶頸所在,那麼這樣" +"使用算繪伺服器可以完全繞過場景和 [Node] 系統。如果場景系統是瓶頸所在,那麼這樣" "做就可以提升性能,否則無法提升性能(例如已經完全利用 GPU 的情況)。\n" "資源是使用 [code]*_create[/code] 函式建立的。這些函式返回的 [RID] 並不是對對象" "本身的引用,而是指向這些物件的不透明[i]指標[/i]。\n" @@ -97099,7 +97055,7 @@ msgstr "" "[method viewport_set_scenario] 或 [method viewport_attach_canvas] 將場景或畫布" "附加到視口。\n" "[b]場景:[/b]在 3D 中,所有可視物件都必須與一個場景(Scenario)相關聯。場景是" -"世界的視覺化表示。如果要從正在運作的遊戲中存取渲染伺服器,那麼就可以使用 " +"世界的視覺化表示。如果要從正在運作的遊戲中存取算繪伺服器,那麼就可以使用 " "[method Node3D.get_world_3d] 從任何 [Node3D] 節點的場景樹存取該場景。此外,也" "可以使用 [method scenario_create] 建立場景。\n" "在 2D 中也是類似的,需要一個畫布(Canvas)來繪製所有的畫布項。\n" @@ -97113,7 +97069,7 @@ msgstr "" "項,但這些畫布項最終也需要是畫布的子項。針對 2D 的 RenderingServer 方法一般都" "以 [code]canvas_*[/code] 開頭。\n" "[b]無頭模式:[/b]使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/" -"command_line_tutorial.html]命令列參數[/url]啟動引擎將禁用所有渲染和窗口管理功" +"command_line_tutorial.html]命令列參數[/url]啟動引擎將禁用所有算繪和窗口管理功" "能。在這種情況下,[RenderingServer] 中的大多數函式將返回虛值。" msgid "Optimization using Servers" @@ -97137,9 +97093,9 @@ msgid "" "function so it will be executed on the render thread." msgstr "" "由於 RenderingServer 實際邏輯可能在單獨的執行緒上運作,從主(或任何其他)執行" -"緒存取其內部將導致錯誤。為了更輕鬆地運作可以安全地運作的程式碼存取渲染內部(例" -"如[RenderingDevice] 和類似的RD 類別),透過此函式推送可呼叫函式,以便它將在渲" -"染線程上執行。" +"緒存取其內部將導致錯誤。為了更輕鬆地運作可以安全地運作的程式碼存取算繪內部(例" +"如[RenderingDevice] 和類似的RD 類別),透過此函式推送可呼叫函式,以便它將在算" +"繪線程上執行。" msgid "" "Creates a camera attributes object and adds it to the RenderingServer. It can " @@ -97203,8 +97159,8 @@ msgid "" "sensitivity))\n" "[/codeblock]" msgstr "" -"設定渲染器所使用的曝光值。正規化量用於將給定的曝光值(Exposure Value,EV)烘焙" -"進渲染計算,從而降低場景的動態範圍。\n" +"設定算繪器所使用的曝光值。正規化量用於將給定的曝光值(Exposure Value,EV)烘焙" +"進算繪計算,從而降低場景的動態範圍。\n" "可以用如下方法根據曝光值(EV100)來計算正規化係數:\n" "[codeblock]\n" "func get_exposure_normalization(float ev100):\n" @@ -97243,7 +97199,7 @@ msgid "" "3D layers are rendered by this camera. Equivalent to [member Camera3D." "cull_mask]." msgstr "" -"設定與該相機關聯的剔除遮罩。剔除遮罩描述了該相機渲染了哪些 3D 圖層。相當於 " +"設定與該相機關聯的剔除遮罩。剔除遮罩描述了該相機算繪了哪些 3D 圖層。相當於 " "[member Camera3D.cull_mask]。" msgid "" @@ -97417,7 +97373,7 @@ msgid "" "to use than [method canvas_item_add_polygon].\n" "[b]Note:[/b] [param count] is unused and can be left unspecified." msgstr "" -"在 [param item] [RID] 指向的 [CanvasItem] 上繪製一個三角形陣列。渲染 [Line2D] " +"在 [param item] [RID] 指向的 [CanvasItem] 上繪製一個三角形陣列。算繪 [Line2D] " "和 [StyleBoxFlat] 時內部使用。[method canvas_item_add_triangle_array] 非常靈" "活,但用起來要比 [method canvas_item_add_polygon] 複雜。\n" "[b]注意:[/b][param count] 未使用,可以不指定。" @@ -97445,7 +97401,7 @@ msgid "" "[b]Note:[/b] The equivalent node functionality is found in [CanvasGroup] and " "[member CanvasItem.clip_children]." msgstr "" -"設定對畫布項進行 2D 渲染時使用的畫布群組模式,畫布項由 [param item] RID 指定。" +"設定對畫布項進行 2D 算繪時使用的畫布群組模式,畫布項由 [param item] RID 指定。" "要使用更快速但局限性更大的裁剪,請改用 [method canvas_item_set_clip]。\n" "[b]注意:[/b]等價的節點功能可以在 [CanvasGroup] 和 [member CanvasItem." "clip_children] 中找到。" @@ -97503,7 +97459,7 @@ msgid "" "images using [url=https://github.com/Chlumsky/msdfgen]msdfgen[/url]." msgstr "" "如果 [param enabled] 為 [code]true[/code],則為 RID 為 [param item] 的畫布項啟" -"用多通道帶符號距離場渲染模式。旨在用於字形渲染,或針對使用 [url=https://" +"用多通道帶符號距離場算繪模式。旨在用於字形算繪,或針對使用 [url=https://" "github.com/Chlumsky/msdfgen]msdfgen[/url] 生成的圖像。" msgid "" @@ -97583,8 +97539,8 @@ msgid "" "Sets the rendering visibility layer associated with this [CanvasItem]. Only " "[Viewport] nodes with a matching rendering mask will render this [CanvasItem]." msgstr "" -"設定與這個 [CanvasItem] 關聯的渲染可見性層。只有渲染遮罩與此配對的 [Viewport] " -"節點才會渲染這個 [CanvasItem]。" +"設定與這個 [CanvasItem] 關聯的算繪可見性層。只有算繪遮罩與此配對的 [Viewport] " +"節點才會算繪這個 [CanvasItem]。" msgid "" "Sets the given [CanvasItem] as visibility notifier. [param area] defines the " @@ -97688,7 +97644,7 @@ msgstr "" "[LightOccluder2D]。" msgid "The layer range that gets rendered with this light." -msgstr "使用此燈光渲染的圖層範圍。" +msgstr "使用此燈光算繪的圖層範圍。" msgid "The mode of the light, see [enum CanvasLightMode] constants." msgstr "光的模式,詳見[enum CanvasLightMode]。" @@ -97770,7 +97726,7 @@ msgid "" "[Light2D] shadow rendering (in pixels). The value is rounded up to the " "nearest power of 2." msgstr "" -"設定 [Light2D] 陰影渲染時使用的 [member ProjectSettings.rendering/2d/" +"設定 [Light2D] 陰影算繪時使用的 [member ProjectSettings.rendering/2d/" "shadow_atlas/size](單位為圖元)。該值會向上取整到最接近的 2 的冪。" msgid "" @@ -97787,7 +97743,7 @@ msgstr "" "RID 會在所有 [code]canvas_texture_*[/code] RenderingServer 函式中使用。\n" "RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。另" "見 [method texture_2d_create]。\n" -"[b]注意:[/b]等價資源為 [CanvasTexture],應該僅用於 2D 渲染,不用於 3D。" +"[b]注意:[/b]等價資源為 [CanvasTexture],應該僅用於 2D 算繪,不用於 3D。" msgid "" "Sets the [param channel]'s [param texture] for the canvas texture specified " @@ -97923,7 +97879,7 @@ msgid "" "Sets the texture [param filter] mode to use when rendering decals. This " "parameter is global and cannot be set on a per-decal basis." msgstr "" -"設定渲染裝飾時所使用的紋理篩選模式 [param filter]。這個參數是全域的,無法針對" +"設定算繪裝飾時所使用的紋理篩選模式 [param filter]。這個參數是全域的,無法針對" "某個裝飾單獨設定。" msgid "" @@ -97980,8 +97936,8 @@ msgid "" msgstr "" "生成並返回包含 [param environment] RID 中的天空的輻射度貼圖的 [Image]。支援內" "置天空材質和自訂天空著色器。如果 [param bake_irradiance] 為 [code]true[/" -"code],則保存的是輻照度貼圖,而不是輻射度貼圖。輻射度貼圖用於渲染反射光,而輻" -"照度貼圖用於渲染環境光。另見 [method sky_bake_panorama]。\n" +"code],則保存的是輻照度貼圖,而不是輻射度貼圖。輻射度貼圖用於算繪反射光,而輻" +"照度貼圖用於算繪環境光。另見 [method sky_bake_panorama]。\n" "[b]注意:[/b]圖像使用線性色彩空間保存,未執行任何色調對應,也就是說如果在圖像" "編輯器中查看會顯得太暗。\n" "[b]注意:[/b]要讓生成的全景圖擁有正方形的圖元,[param size] 的長寬比應該為 " @@ -98018,7 +97974,7 @@ msgstr "設定用於“調整”後期處理效果的數值。詳見 [Environmen msgid "" "Sets the values to be used for ambient light rendering. See [Environment] for " "more details." -msgstr "設定用於環境光渲染的數值。詳見 [Environment]。" +msgstr "設定用於環境光算繪的數值。詳見 [Environment]。" msgid "" "Sets the environment's background mode. Equivalent to [member Environment." @@ -98220,7 +98176,7 @@ msgid "" "viewport_set_measure_render_time] to be enabled on a viewport to be queried. " "See also [method viewport_get_measured_render_time_cpu]." msgstr "" -"返回在 CPU 上設定渲染所消耗的時間,單位為毫秒。這個值是所有視口共用的,[i]不需" +"返回在 CPU 上設定算繪所消耗的時間,單位為毫秒。這個值是所有視口共用的,[i]不需" "要[/i]在查詢的視口上啟用 [method viewport_set_measure_render_time]。另見 " "[method viewport_get_measured_render_time_cpu]。" @@ -98253,13 +98209,13 @@ msgid "" "get_rendering_info(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME))\n" "[/codeblock]" msgstr "" -"返回關於渲染引擎的統計資訊,能夠用於性能分析。能夠查詢的值的列表見 [enum " +"返回關於算繪引擎的統計資訊,能夠用於性能分析。能夠查詢的值的列表見 [enum " "RenderingServer.RenderingInfo]。另見 [method viewport_get_render_info],返回的" "是某個視口的相關資訊。\n" -"[b]注意:[/b]部分值目前僅考慮 3D 渲染,例如繪製呼叫的數量。\n" -"[b]注意:[/b]引擎渲染至少 2 影格後渲染資訊才可用。渲染資訊不可用時 [method " +"[b]注意:[/b]部分值目前僅考慮 3D 算繪,例如繪製呼叫的數量。\n" +"[b]注意:[/b]引擎算繪至少 2 影格後算繪資訊才可用。算繪資訊不可用時 [method " "get_rendering_info] 返回 [code]0[/code]。要在 [code]_ready()[/code] 中成功輸出" -"渲染資訊,請使用如下程式碼:\n" +"算繪資訊,請使用如下程式碼:\n" "[codeblock]\n" "func _ready():\n" " for _i in 2:\n" @@ -98392,10 +98348,10 @@ msgid "" "rendering/global_illumination/gi/use_half_resolution]." msgstr "" "如果 [param half_resolution] 為 [code]true[/code],則每個軸上都會使用一半的分" -"辨率渲染 [VoxelGI] 和 SDFGI([member Environment.sdfgi_enabled])緩衝區(例如" +"辨率算繪 [VoxelGI] 和 SDFGI([member Environment.sdfgi_enabled])緩衝區(例如" "視口大小為 1920×1080 時使用 960×540)。啟用 VoxelGI 或 SDFGI 時,這樣做能夠顯" "著提升性能,但代價是多邊形邊緣可能產生顯示問題。視口解析度越高,越不容易注意到" -"品質的損失。[LightmapGI] 的渲染不受這個設定的影響。等價於 [member " +"品質的損失。[LightmapGI] 的算繪不受這個設定的影響。等價於 [member " "ProjectSettings.rendering/global_illumination/gi/use_half_resolution]。" msgid "" @@ -98415,7 +98371,7 @@ msgid "" "setting them as global parameters." msgstr "" "返回名稱為 [param name] 的全域著色器 uniform 的值。\n" -"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為渲染" +"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為算繪" "執行緒需要與呼叫執行緒同步,這個過程比較慢。為了避免卡頓,請勿在遊戲過程中使用" "這個方法。如果你需要在設定後在腳本中讀取,請考慮建立一個自動載入,在設定全域參" "數的同時保存一份你需要查詢的值。" @@ -98430,7 +98386,7 @@ msgid "" "setting them as global parameters." msgstr "" "返回全域著色器 uniform 名稱的列表。\n" -"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為渲染" +"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為算繪" "執行緒需要與呼叫執行緒同步,這個過程比較慢。為了避免卡頓,請勿在遊戲過程中使用" "這個方法。如果你需要在設定後在腳本中讀取,請考慮建立一個自動載入,在設定全域參" "數的同時保存一份你需要查詢的值。" @@ -98446,7 +98402,7 @@ msgid "" "setting them as global parameters." msgstr "" "返回與名稱為 [param name] 的全域著色器 uniform 相關聯的型別。\n" -"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為渲染" +"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為算繪" "執行緒需要與呼叫執行緒同步,這個過程比較慢。為了避免卡頓,請勿在遊戲過程中使用" "這個方法。如果你需要在設定後在腳本中讀取,請考慮建立一個自動載入,在設定全域參" "數的同時保存一份你需要查詢的值。" @@ -98594,7 +98550,7 @@ msgid "" "materials for the mesh associated with this instance. Equivalent to [member " "GeometryInstance3D.material_overlay]." msgstr "" -"設定一個材質,該材質將在與該實例關聯的網格的活動材質之上,為所有表面渲染。相當" +"設定一個材質,該材質將在與該實例關聯的網格的活動材質之上,為所有表面算繪。相當" "於[member GeometryInstance3D.material_overlay]。" msgid "" @@ -98631,9 +98587,9 @@ msgstr "" "設定給定幾何體實例的透明度。相當於 [member GeometryInstance3D." "transparency]。\n" "透明度為 [code]0.0[/code] 時完全不透明,為 [code]1.0[/code] 時則完全透明。如果" -"值比 [code]0.0[/code] 大,則會強制讓幾何體的材質經過透明管線,渲染起來相對較" -"慢,可能由於錯誤的透明排序而產生渲染問題。不過,與使用透明材質不同,將 [param " -"transparency] 設定為比 [code]0.0[/code] 大的值[i]不會[/i]禁用陰影的渲染。\n" +"值比 [code]0.0[/code] 大,則會強制讓幾何體的材質經過透明管線,算繪起來相對較" +"慢,可能由於錯誤的透明排序而產生算繪問題。不過,與使用透明材質不同,將 [param " +"transparency] 設定為比 [code]0.0[/code] 大的值[i]不會[/i]禁用陰影的算繪。\n" "在空間著色器中,內建 [code]ALPHA[/code] 的預設值為 [code]1.0 - transparency[/" "code]。\n" "[b]注意:[/b][param transparency] 會被鉗制在 [code]0.0[/code] 和 [code]1.0[/" @@ -98688,7 +98644,7 @@ msgstr "" msgid "" "Sets the render layers that this instance will be drawn to. Equivalent to " "[member VisualInstance3D.layers]." -msgstr "設定這個實例要繪製到的渲染層。相當於 [member VisualInstance3D.layers]。" +msgstr "設定這個實例要繪製到的算繪層。相當於 [member VisualInstance3D.layers]。" msgid "" "Sets the sorting offset and switches between using the bounding box or " @@ -98809,7 +98765,7 @@ msgid "" "Sets the texture filter mode to use when rendering light projectors. This " "parameter is global and cannot be set on a per-light basis." msgstr "" -"設定渲染光線投射器時使用的紋理篩選模式。這個參數是全域的,不能單獨針對某個燈光" +"設定算繪光線投射器時使用的紋理篩選模式。這個參數是全域的,不能單獨針對某個燈光" "進行設定。" msgid "" @@ -98844,8 +98800,8 @@ msgid "" "rendered. Higher values allow the light to be rendered in SDFGI further away " "from the camera." msgstr "" -"設定渲染 3D 燈光間接光照時的 SDFGI 最大級聯數。較高的值能夠讓遠離相機的燈光在 " -"SDFGI 中渲染。" +"設定算繪 3D 燈光間接光照時的 SDFGI 最大級聯數。較高的值能夠讓遠離相機的燈光在 " +"SDFGI 中算繪。" msgid "" "If [code]true[/code], the 3D light will subtract light instead of adding " @@ -98906,7 +98862,7 @@ msgid "" "scene-wide exposure normalization is changed at run time. For more " "information see [method camera_attributes_set_exposure]." msgstr "" -"用於通知渲染器在烘焙光照貼圖時使用的曝光正規化值。該值將在運作時被使用和被調" +"用於通知算繪器在烘焙光照貼圖時使用的曝光正規化值。該值將在運作時被使用和被調" "制,以確保即使場景範圍的曝光正規化值在運作時發生變化,光照貼圖也能保持一致的曝" "光水平。有關詳細資訊,請參閱 [method camera_attributes_set_exposure]。" @@ -98950,7 +98906,7 @@ msgid "Sets a material's parameter." msgstr "設定材質的參數。" msgid "Sets a material's render priority." -msgstr "設定材質的渲染優先順序。" +msgstr "設定材質的算繪優先順序。" msgid "Sets a shader material's shader." msgstr "設定著色器材質的著色器。" @@ -99118,7 +99074,7 @@ msgid "" msgstr "" "將用於繪製 [param multimesh] 的全部資料立即寫入 [param buffer](例如實例的變換" "和顏色)。[param buffer] 的大小必須與實例數和單實例資料大小的乘積配對(後者取" -"決於啟用的 MultiMesh 欄位)。否則,會輸出錯誤資訊,不渲染任何東西。另見 " +"決於啟用的 MultiMesh 欄位)。否則,會輸出錯誤資訊,不算繪任何東西。另見 " "[method multimesh_get_buffer]。\n" "單實例資料大小與預期的資料順序如下:\n" "[codeblock]\n" @@ -99424,7 +99380,7 @@ msgid "" "Sets the frame rate that the particle system rendering will be fixed to. " "Equivalent to [member GPUParticles3D.fixed_fps]." msgstr "" -"設定粒子系統渲染的固定影格率。相當於 [member GPUParticles3D.fixed_fps]。" +"設定粒子系統算繪的固定影格率。相當於 [member GPUParticles3D.fixed_fps]。" msgid "" "If [code]true[/code], uses fractional delta which smooths the movement of the " @@ -99443,7 +99399,7 @@ msgid "" "be rendered in 2D or 3D according to [param mode]." msgstr "" "設定由 RID [param particles] 指定的 GPU 粒子是否應該根據 [param mode] 在 2D " -"或 3D 中渲染。" +"或 3D 中算繪。" msgid "" "If [code]true[/code], particles will emit once and then stop. Equivalent to " @@ -99557,7 +99513,7 @@ msgid "" "matching cull mask will be rendered by this probe. Equivalent to [member " "ReflectionProbe.cull_mask]." msgstr "" -"為這個反射探查設定渲染遮蔽。只有具有配對的遮蔽罩的實例才會被這個探查渲染。相當" +"為這個反射探查設定算繪遮蔽。只有具有配對的遮蔽罩的實例才會被這個探查算繪。相當" "於 [member ReflectionProbe.cull_mask]。" msgid "" @@ -99596,7 +99552,7 @@ msgid "" "variations generated, which can improve performance. Equivalent to [member " "ReflectionProbe.mesh_lod_threshold]." msgstr "" -"設定渲染反射探查時所使用的網格細節級別。值越高,生成了 LOD 變體的網格所使用的" +"設定算繪反射探查時所使用的網格細節級別。值越高,生成了 LOD 變體的網格所使用的" "版本細節就越低,能夠提升性能。等價於 [member ReflectionProbe." "mesh_lod_threshold]。" @@ -99613,7 +99569,7 @@ msgid "" "specifying [code]512[/code] will allocate 6 faces of 512×512 each (plus " "mipmaps for roughness levels)." msgstr "" -"設定渲染指定的反射探查時使用的解析度。[param resolution] 指定的是各個立方體貼" +"設定算繪指定的反射探查時使用的解析度。[param resolution] 指定的是各個立方體貼" "圖面的解析度:例如指定 [code]512[/code] 時就會分配 6 個 512×512 的面(另外還有" "粗糙度級別的 mipmap)。" @@ -99798,8 +99754,8 @@ msgid "" msgstr "" "生成並返回包含指定 [param sky] RID 的輻射度貼圖的 [Image]。這樣就能支援內建天" "空材質和自訂天空著色器。如果 [param bake_irradiance] 為 [code]true[/code],則" -"會保存輻照度貼圖,不保存輻射度貼圖。輻射度貼圖用於渲染反射光,而輻照度貼圖用於" -"渲染環境光。另見 [method environment_bake_panorama]。\n" +"會保存輻照度貼圖,不保存輻射度貼圖。輻射度貼圖用於算繪反射光,而輻照度貼圖用於" +"算繪環境光。另見 [method environment_bake_panorama]。\n" "[b]注意:[/b]圖片保存時使用線性色彩空間,未進行色調對應,因此在圖像編輯器中直" "接查看會感覺太暗。將 [param energy] 設為大於 [code]1.0[/code] 能夠將得到的圖像" "變亮。\n" @@ -99822,7 +99778,7 @@ msgstr "" msgid "" "Sets the material that the sky uses to render the background, ambient and " "reflection maps." -msgstr "設定天空用於渲染背景和反射貼圖的材質。" +msgstr "設定天空用於算繪背景和反射貼圖的材質。" msgid "" "Sets the process [param mode] of the sky specified by the [param sky] RID. " @@ -99858,7 +99814,7 @@ msgid "" "subsurface_scattering_quality] to use when rendering materials that have " "subsurface scattering enabled." msgstr "" -"設定渲染啟用了次表面散射的材質時使用的 [member ProjectSettings.rendering/" +"設定算繪啟用了次表面散射的材質時使用的 [member ProjectSettings.rendering/" "environment/subsurface_scattering/subsurface_scattering_quality]。" msgid "" @@ -99867,7 +99823,7 @@ msgid "" "environment/subsurface_scattering/subsurface_scattering_depth_scale] to use " "when rendering materials that have subsurface scattering enabled." msgstr "" -"設定渲染啟用了次表面散射的材質時使用的 [member ProjectSettings.rendering/" +"設定算繪啟用了次表面散射的材質時使用的 [member ProjectSettings.rendering/" "environment/subsurface_scattering/subsurface_scattering_scale] 和 [member " "ProjectSettings.rendering/environment/subsurface_scattering/" "subsurface_scattering_depth_scale]。" @@ -100013,7 +99969,7 @@ msgstr "" "[method texture_replace]。" msgid "Returns the [enum Image.Format] for the texture." -msgstr "返回該視口的渲染目標。" +msgstr "返回該視口的算繪目標。" msgid "Returns a texture [RID] that can be used with [RenderingDevice]." msgstr "返回可用於 [RenderingDevice] 的紋理 [RID]。" @@ -100077,9 +100033,9 @@ msgid "" msgstr "" "將該視口複製到 [param rect] 指定的螢幕區域。如果 [method " "viewport_set_render_direct_to_screen] 為 [code]true[/code],則視口不使用影格緩" -"沖區,視口的內容將直接渲染到螢幕。但是,請注意根視口是最後繪製的,因此它會覆蓋" +"沖區,視口的內容將直接算繪到螢幕。但是,請注意根視口是最後繪製的,因此它會覆蓋" "螢幕。相應地,必須將根視口的區域設定為不覆蓋附加該視口的區域。\n" -"例如,可以使用以下程式碼將根視口設定為完全不渲染:\n" +"例如,可以使用以下程式碼將根視口設定為完全不算繪:\n" "FIXME:該方法似乎不存在。\n" "[codeblocks]\n" "[gdscript]\n" @@ -100118,9 +100074,9 @@ msgid "" "viewport] using [method viewport_set_measure_render_time]. Otherwise, this " "method returns [code]0.0[/code]." msgstr "" -"返回渲染上一影格所消耗的 CPU 時間,單位為毫秒。[i]只包含[/i]渲染相關操作所消耗" -"的時間;讀數中不含腳本的 [code]_process[/code] 函式及其他引擎子系統。要獲取渲" -"染場景所消耗 CPU 時間的完整讀數,請將每影格繪製的所有視口的渲染時間以及 " +"返回算繪上一影格所消耗的 CPU 時間,單位為毫秒。[i]只包含[/i]算繪相關操作所消耗" +"的時間;讀數中不含腳本的 [code]_process[/code] 函式及其他引擎子系統。要獲取算" +"繪場景所消耗 CPU 時間的完整讀數,請將每影格繪製的所有視口的算繪時間以及 " "[method get_frame_setup_time_cpu] 相加。與 [method Engine." "get_frames_per_second] 不同,即便影格率受到垂直同步或 [member Engine.max_fps] " "的限制,這個方法也會精確反映 CPU 利用率。另見 [method " @@ -100146,8 +100102,8 @@ msgid "" "using [method viewport_get_measured_render_time_gpu]. This behavior can be " "overridden in the graphics driver settings at the cost of higher power usage." msgstr "" -"返回渲染上一影格所消耗的 GPU 時間,單位為毫秒。要獲取渲染場景所消耗 GPU 時間的" -"完整讀數,請將每影格繪製的所有視口的渲染時間相加。與 [method Engine." +"返回算繪上一影格所消耗的 GPU 時間,單位為毫秒。要獲取算繪場景所消耗 GPU 時間的" +"完整讀數,請將每影格繪製的所有視口的算繪時間相加。與 [method Engine." "get_frames_per_second] 不同,即便影格率受到垂直同步或 [member Engine.max_fps] " "的限制,這個方法也會精確反映 GPU 利用率。另見 [method " "viewport_get_measured_render_time_gpu]。\n" @@ -100186,14 +100142,14 @@ msgid "" " )\n" "[/codeblock]" msgstr "" -"返回關於渲染引擎的統計資訊,能夠用於性能分析。會區分不同的渲染階段型別 [param " +"返回關於算繪引擎的統計資訊,能夠用於性能分析。會區分不同的算繪階段型別 [param " "type],每種型別都有相同的可查詢資訊 [param info](不同的階段會返回不同的值)。" -"渲染階段型別列表見 [enum RenderingServer.ViewportRenderInfoType],能夠查詢的資" +"算繪階段型別列表見 [enum RenderingServer.ViewportRenderInfoType],能夠查詢的資" "訊列表見 [enum RenderingServer.ViewportRenderInfo]。\n" "另見 [method get_rendering_info],返回的是所有視口的全域資訊。\n" -"[b]注意:[/b]引擎渲染至少 2 影格後渲染資訊才可用。渲染資訊不可用時 [method " +"[b]注意:[/b]引擎算繪至少 2 影格後算繪資訊才可用。算繪資訊不可用時 [method " "viewport_get_render_info] 返回 [code]0[/code]。要在 [code]_ready()[/code] 中成" -"功輸出渲染資訊,請使用如下程式碼:\n" +"功輸出算繪資訊,請使用如下程式碼:\n" "[codeblock]\n" "func _ready():\n" " for _i in 2:\n" @@ -100208,10 +100164,10 @@ msgstr "" "[/codeblock]" msgid "Returns the render target for the viewport." -msgstr "返回該視口的渲染目標。" +msgstr "返回該視口的算繪目標。" msgid "Returns the viewport's last rendered frame." -msgstr "返回視口的最後渲染影格。" +msgstr "返回視口的最後算繪影格。" msgid "Detaches a viewport from a canvas and vice versa." msgstr "從畫布分離視口,反之亦然。" @@ -100225,8 +100181,8 @@ msgid "" "nodes with a matching rendering visibility layer will be rendered by this " "[Viewport]." msgstr "" -"設定與此 [Viewport] 關聯的渲染遮罩。渲染可見層與之配對的 [CanvasItem] 節點才會" -"被此 [Viewport] 渲染。" +"設定與此 [Viewport] 關聯的算繪遮罩。算繪可見層與之配對的 [CanvasItem] 節點才會" +"被此 [Viewport] 算繪。" msgid "" "Sets the stacking order for a viewport's canvas.\n" @@ -100266,10 +100222,10 @@ msgstr "" msgid "" "If [code]true[/code], the viewport's canvas (i.e. 2D and GUI elements) is not " "rendered." -msgstr "如果為 [code]true[/code],則不渲染視口的畫布(即 2D 和 GUI 元素)。" +msgstr "如果為 [code]true[/code],則不算繪視口的畫布(即 2D 和 GUI 元素)。" msgid "If [code]true[/code], the viewport's 3D elements are not rendered." -msgstr "如果為 [code]true[/code],則不渲染視口的 3D 元素。" +msgstr "如果為 [code]true[/code],則不算繪視口的 3D 元素。" msgid "" "Sets the viewport's environment mode which allows enabling or disabling " @@ -100281,7 +100237,7 @@ msgid "" "then the behavior will be the same as if it was set to [constant " "VIEWPORT_ENVIRONMENT_ENABLED]." msgstr "" -"設定視口的環境模式,該模式允許啟用或禁用 2D 畫布上的 3D 環境渲染。禁用時,2D " +"設定視口的環境模式,該模式允許啟用或禁用 2D 畫布上的 3D 環境算繪。禁用時,2D " "將不受環境影響。啟用時,如果環境背景模式為 [constant ENV_BG_CANVAS],則 2D 會" "受到環境的影響。預設行為是從視口的父級繼承設定。如果最頂層的父級也被設定為 " "[constant VIEWPORT_ENVIRONMENT_INHERIT],則該行為將與設定為 [constant " @@ -100381,11 +100337,11 @@ msgid "" "possible, even if your game scene is significantly larger than the window " "size." msgstr "" -"如果為 [code]true[/code],則將視口的內容直接渲染到螢幕。這允許一個低級別的優" +"如果為 [code]true[/code],則將視口的內容直接算繪到螢幕。這允許一個低級別的優" "化,可以跳過將視口繪製到根視口。雖然這種優化可以顯著提高速度(尤其是在舊裝置" "上),但它是以可用性為代價的。啟用後,無法從視口或 screen_texture 讀取。而且還" "會失去某些視窗設定的好處,例如各種拉伸模式。另一個需要注意的後果是,在 2D 中," -"渲染是以視窗座標進行的,所以如果有一個兩倍於視窗大小的視口,並且設定了這個屬" +"算繪是以視窗座標進行的,所以如果有一個兩倍於視窗大小的視口,並且設定了這個屬" "性,那麼只會繪製適合視窗的部分, 無法自動縮放,即使遊戲場景明顯大於視窗大小。" msgid "" @@ -100397,7 +100353,7 @@ msgid "" "produces significantly higher image quality. FSR should be used where " "possible." msgstr "" -"設定 3D 解析度縮放模式。雙線性縮放使用不同的解析度渲染,能夠對視口進行欠取樣或" +"設定 3D 解析度縮放模式。雙線性縮放使用不同的解析度算繪,能夠對視口進行欠取樣或" "超取樣。FidelityFX 超解析度 1.0,縮寫為 FSR,是一種放大技術,通過使用空間感知" "放大演算法以快速畫面播放速率生成高品質圖像。FSR 比雙線性的開銷略大,但產生的圖" "像質量明顯更高。應盡可能使用 FSR。" @@ -100415,10 +100371,10 @@ msgid "" "preset options to users \"Ultra Quality: 0.77\", \"Quality: 0.67\", " "\"Balanced: 0.59\", \"Performance: 0.5\" instead of exposing the entire scale." msgstr "" -"根據視圖大小,縮放 3D 渲染緩衝區,使用 [enum ViewportScaling3DMode] 中指定的圖" +"根據視圖大小,縮放 3D 算繪緩衝區,使用 [enum ViewportScaling3DMode] 中指定的圖" "像篩檢程式,將輸出圖像縮放到完整視圖大小。低於 [code]1.0[/code] 的值,可用於加" -"速 3D 渲染,但會以品質為代價(欠取樣)。大於 [code]1.0[/code] 的值,僅對雙線性" -"模式有效,可用於以較高的性能成本(超級取樣),提高 3D 渲染品質。另請參閱 " +"速 3D 算繪,但會以品質為代價(欠取樣)。大於 [code]1.0[/code] 的值,僅對雙線性" +"模式有效,可用於以較高的性能成本(超級取樣),提高 3D 算繪品質。另請參閱 " "[enum ViewportMSAA] 以瞭解多重取樣抗鋸齒,這要便宜得多,但只會平滑多邊形的邊" "緣。\n" "在使用 FSR 放大時,AMD 建議將以下值,作為預設選項公開給使用者:“超品質:" @@ -100441,8 +100397,8 @@ msgid "" msgstr "" "設定視口的 2D 帶符號距離場的 [member ProjectSettings.rendering/2d/sdf/" "oversize] 和 [member ProjectSettings.rendering/2d/sdf/scale]。在 [CanvasItem] " -"著色器中對帶符號距離場進行取樣時會用到,[GPUParticles2D] 碰撞時也會用到。3D 渲" -"染時的 SDFGI [i]不會[/i]使用。" +"著色器中對帶符號距離場進行取樣時會用到,[GPUParticles2D] 碰撞時也會用到。3D 算" +"繪時的 SDFGI [i]不會[/i]使用。" msgid "Sets the viewport's width and height in pixels." msgstr "設定視口的寬度和高度,單位為圖元。" @@ -100454,7 +100410,7 @@ msgid "" "smoothing is enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/" "snap_2d_transforms_to_pixel]." msgstr "" -"如果為 [code]true[/code],則畫布項的變換(即原點的位置)會在渲染時吸附到整像" +"如果為 [code]true[/code],則畫布項的變換(即原點的位置)會在算繪時吸附到整像" "素。這樣外觀看上去就會更銳利,但會影響移動的平滑程度,尤其是在啟用了 " "[Camera2D] 平滑的情況下。等價於 [member ProjectSettings.rendering/2d/snap/" "snap_2d_transforms_to_pixel]。" @@ -100466,7 +100422,7 @@ msgid "" "enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/" "snap_2d_vertices_to_pixel]." msgstr "" -"如果為 [code]true[/code],則畫布項的頂點(即多邊形的點)會在渲染時吸附到整像" +"如果為 [code]true[/code],則畫布項的頂點(即多邊形的點)會在算繪時吸附到整像" "素。這樣外觀看上去就會更銳利,但會影響移動的平滑程度,尤其是在啟用了 " "[Camera2D] 平滑的情況下。等價於 [member ProjectSettings.rendering/2d/snap/" "snap_2d_vertices_to_pixel]。" @@ -100497,7 +100453,7 @@ msgstr "" msgid "" "If [code]true[/code], the viewport renders its background as transparent." -msgstr "如果為 [code]true[/code],視口將其背景渲染為透明。" +msgstr "如果為 [code]true[/code],視口將其背景算繪為透明。" msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " @@ -100529,16 +100485,16 @@ msgid "" "renderer as the GL Compatibility renderer always renders in low dynamic range " "for performance reasons." msgstr "" -"如果[code]true[/code],2D 渲染將使用與3D 影格緩衝區的位元深度配對的高動態範圍" -"(HDR) 格式影格緩衝區。使用Forward+ 渲染器時,這將是[code]RGBA16[/code] 影格緩" -"衝區,而使用移動渲染器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外,2D 渲" -"染將在線性顏色空間中進行,並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果" +"如果[code]true[/code],2D 算繪將使用與3D 影格緩衝區的位元深度配對的高動態範圍" +"(HDR) 格式影格緩衝區。使用Forward+ 算繪器時,這將是[code]RGBA16[/code] 影格緩" +"衝區,而使用移動算繪器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外,2D 算" +"繪將在線性顏色空間中進行,並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果" "Viewport 附加到螢幕)。實際上,這表示Viewport 的最終結果不會被限制在" -"[code]0-1[/code] 範圍內,並且可以使用在 3D 渲染中無需調整色彩空間。這允許 2D " -"渲染利用需要高動態範圍的效果(例如 2D 發光),並顯著改善需要高度詳細漸變的效果" +"[code]0-1[/code] 範圍內,並且可以使用在 3D 算繪中無需調整色彩空間。這允許 2D " +"算繪利用需要高動態範圍的效果(例如 2D 發光),並顯著改善需要高度詳細漸變的效果" "的外觀。此設定與 [member Viewport.use_hdr_2d]。\n" -"[b]注意:[/b] 使用GL 相容性渲染器時,此設定無效,因為出於效能原因,GL 相容性渲" -"染器始終在低動態範圍內渲染。" +"[b]注意:[/b] 使用GL 相容性算繪器時,此設定無效,因為出於效能原因,GL 相容性算" +"繪器始終在低動態範圍內算繪。" msgid "" "If [code]true[/code], enables occlusion culling on the specified viewport. " @@ -100617,7 +100573,7 @@ msgid "" "scene-wide exposure normalization is changed at run time. For more " "information see [method camera_attributes_set_exposure]." msgstr "" -"用於通知渲染器烘焙體素 GI 時使用的曝光正規化值。運作時會使用這個值進行調變,確" +"用於通知算繪器烘焙體素 GI 時使用的曝光正規化值。運作時會使用這個值進行調變,確" "保體素 GI 能夠維持恒定的曝光等級,即便場景範圍的曝光正規化值在運作時發生改變。" "更多資訊見 [method camera_attributes_set_exposure]。" @@ -100662,7 +100618,7 @@ msgid "" "quality] value to use when rendering. This parameter is global and cannot be " "set on a per-VoxelGI basis." msgstr "" -"設定渲染時使用的 [member ProjectSettings.rendering/global_illumination/" +"設定算繪時使用的 [member ProjectSettings.rendering/global_illumination/" "voxel_gi/quality] 值。這個參數是全域的,無法為單獨的 VoxelGI 進行設定。" msgid "" @@ -100677,8 +100633,8 @@ msgid "" "still being processed. You can call [method force_draw] to draw a frame even " "with rendering disabled." msgstr "" -"如果為 [code]false[/code],則完全禁用渲染,但引擎邏輯仍在處理中。即使禁用渲" -"染,你也可以呼叫 [method force_draw] 來繪製影格。" +"如果為 [code]false[/code],則完全禁用算繪,但引擎邏輯仍在處理中。即使禁用算" +"繪,你也可以呼叫 [method force_draw] 來繪製影格。" msgid "" "Emitted at the end of the frame, after the RenderingServer has finished " @@ -100714,7 +100670,7 @@ msgstr "[i]已廢棄。[/i]這個常數未在內部使用。" msgid "" "The maximum number of directional lights that can be rendered at a given time " "in 2D." -msgstr "2D 中同一時間能夠渲染的最大方向光的數量。" +msgstr "2D 中同一時間能夠算繪的最大方向光的數量。" msgid "Array of 2-dimensional textures (see [Texture2DArray])." msgstr "二維紋理陣列(見 [Texture2DArray])。" @@ -100762,10 +100718,10 @@ msgid "Represents the size of the [enum ShaderMode] enum." msgstr "代表 [enum ShaderMode] 列舉的大小。" msgid "The minimum renderpriority of all materials." -msgstr "所有材質的最小渲染優先順序。" +msgstr "所有材質的最小算繪優先順序。" msgid "The maximum renderpriority of all materials." -msgstr "所有材質的最大渲染優先順序。" +msgstr "所有材質的最大算繪優先順序。" msgid "Array is a vertex position array." msgstr "陣列是頂點位置陣列。" @@ -100948,7 +100904,7 @@ msgid "" "at a distance will look sharp but grainy. This has roughly the same " "performance cost as using mipmaps." msgstr "" -"光線投射器的最近鄰篩選(用於圖元風光線投射器)。渲染時不使用 mipmap,這意味著" +"光線投射器的最近鄰篩選(用於圖元風光線投射器)。算繪時不使用 mipmap,這意味著" "較遠處的光線投射器看上去會很銳利,但會有顆粒狀的圖案。與使用 mipmap 的性能開銷" "大致相同。" @@ -100958,7 +100914,7 @@ msgid "" "will look smooth but blurry. This has roughly the same performance cost as " "using mipmaps." msgstr "" -"光線投射器的線性篩選(用於非圖元風光線投射器)。渲染時不使用 mipmap,這意味著" +"光線投射器的線性篩選(用於非圖元風光線投射器)。算繪時不使用 mipmap,這意味著" "較遠處的光線投射器看上去會很平滑,但會有模糊的效果。與使用 mipmap 的性能開銷大" "致相同。" @@ -100968,7 +100924,7 @@ msgid "" "projectors at a distance will look smooth but blurry. This has roughly the " "same performance cost as not using mipmaps." msgstr "" -"光線投射器的最近鄰篩選(用於圖元風光線投射器)。渲染時使用各向同性的 mipmap," +"光線投射器的最近鄰篩選(用於圖元風光線投射器)。算繪時使用各向同性的 mipmap," "這意味著較遠處的光線投射器看上去會很平滑,但會有模糊的效果。與不使用 mipmap 的" "性能開銷大致相同。" @@ -100978,7 +100934,7 @@ msgid "" "distance will look smooth but blurry. This has roughly the same performance " "cost as not using mipmaps." msgstr "" -"光線投射器的線性篩選(用於非圖元風光線投射器)。渲染時使用各向同性的 mipmap," +"光線投射器的線性篩選(用於非圖元風光線投射器)。算繪時使用各向同性的 mipmap," "這意味著較遠處的光線投射器看上去會很平滑,但會有模糊的效果。與不使用 mipmap 的" "性能開銷大致相同。" @@ -100990,7 +100946,7 @@ msgid "" "level of anisotropic filtering is defined by [member ProjectSettings." "rendering/textures/default_filters/anisotropic_filtering_level]." msgstr "" -"光線投射器的最近鄰篩選(用於圖元風光線投射器)。渲染時使用各向異性的 mipmap," +"光線投射器的最近鄰篩選(用於圖元風光線投射器)。算繪時使用各向異性的 mipmap," "這意味著光線投射器從斜角度觀察會既平滑又銳利。比各向同性的 mipmap 更好看,但也" "更慢。各向異性的級別由 [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level] 定義。" @@ -101003,7 +100959,7 @@ msgid "" "anisotropic filtering is defined by [member ProjectSettings.rendering/" "textures/default_filters/anisotropic_filtering_level]." msgstr "" -"光線投射器的線性篩選(用於非圖元風光線投射器)。渲染時使用各向異性的 mipmap," +"光線投射器的線性篩選(用於非圖元風光線投射器)。算繪時使用各向異性的 mipmap," "這意味著光線投射器從斜角度觀察會既平滑又銳利。比各向同性的 mipmap 更好看,但也" "更慢。各向異性的級別由 [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level] 定義。" @@ -101162,13 +101118,13 @@ msgid "Use 4 splits for shadow projection when using directional light." msgstr "使用平行光時,使用 4 個分割進行陰影投影。" msgid "Use DirectionalLight3D in both sky rendering and scene lighting." -msgstr "在天空渲染和場景照明中都使用 DirectionalLight3D。" +msgstr "在天空算繪和場景照明中都使用 DirectionalLight3D。" msgid "Only use DirectionalLight3D in scene lighting." msgstr "僅在場景照明中使用 DirectionalLight3D。" msgid "Only use DirectionalLight3D in sky rendering." -msgstr "僅在天空渲染中使用 DirectionalLight3D。" +msgstr "僅在天空算繪中使用 DirectionalLight3D。" msgid "" "Lowest shadow filtering quality (fastest). Soft shadows are not available " @@ -101285,7 +101241,7 @@ msgid "" "used for rendering, which means decals at a distance will look sharp but " "grainy. This has roughly the same performance cost as using mipmaps." msgstr "" -"裝飾的最近鄰篩選(用於圖元風裝飾)。渲染時不使用 mipmap,這意味著較遠處的裝飾" +"裝飾的最近鄰篩選(用於圖元風裝飾)。算繪時不使用 mipmap,這意味著較遠處的裝飾" "看上去會很銳利,但會有顆粒狀的圖案。與使用 mipmap 的性能開銷大致相同。" msgid "" @@ -101293,7 +101249,7 @@ msgid "" "for rendering, which means decals at a distance will look smooth but blurry. " "This has roughly the same performance cost as using mipmaps." msgstr "" -"裝飾的線性篩選(用於非圖元風裝飾)。渲染時不使用 mipmap,這意味著較遠處的裝飾" +"裝飾的線性篩選(用於非圖元風裝飾)。算繪時不使用 mipmap,這意味著較遠處的裝飾" "看上去會很平滑,但會有模糊的效果。與使用 mipmap 的性能開銷大致相同。" msgid "" @@ -101302,7 +101258,7 @@ msgid "" "smooth but blurry. This has roughly the same performance cost as not using " "mipmaps." msgstr "" -"裝飾的最近鄰篩選(用於圖元風裝飾)。渲染時使用各向同性的 mipmap,這意味著較遠" +"裝飾的最近鄰篩選(用於圖元風裝飾)。算繪時使用各向同性的 mipmap,這意味著較遠" "處的裝飾看上去會很平滑,但會有模糊的效果。與不使用 mipmap 的性能開銷大致相同。" msgid "" @@ -101310,7 +101266,7 @@ msgid "" "are used for rendering, which means decals at a distance will look smooth but " "blurry. This has roughly the same performance cost as not using mipmaps." msgstr "" -"裝飾的線性篩選(用於非圖元風裝飾)。渲染時使用各向同性的 mipmap,這意味著較遠" +"裝飾的線性篩選(用於非圖元風裝飾)。算繪時使用各向同性的 mipmap,這意味著較遠" "處的裝飾看上去會很平滑,但會有模糊的效果。與不使用 mipmap 的性能開銷大致相同。" msgid "" @@ -101321,7 +101277,7 @@ msgid "" "defined by [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level]." msgstr "" -"裝飾的最近鄰篩選(用於圖元風裝飾)。渲染時使用各向異性的 mipmap,這意味著裝飾" +"裝飾的最近鄰篩選(用於圖元風裝飾)。算繪時使用各向異性的 mipmap,這意味著裝飾" "從斜角度觀察會既平滑又銳利。比各向同性的 mipmap 更好看,但也更慢。各向異性的級" "別由 [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] 定義。" @@ -101334,16 +101290,16 @@ msgid "" "defined by [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level]." msgstr "" -"裝飾的線性篩選(用於非圖元風裝飾)。渲染時使用各向異性的 mipmap,這意味著裝飾" +"裝飾的線性篩選(用於非圖元風裝飾)。算繪時使用各向異性的 mipmap,這意味著裝飾" "從斜角度觀察會既平滑又銳利。比各向同性的 mipmap 更好看,但也更慢。各向異性的級" "別由 [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] 定義。" msgid "Low [VoxelGI] rendering quality using 4 cones." -msgstr "[VoxelGI] 較低渲染品質,使用 4 個錐體。" +msgstr "[VoxelGI] 較低算繪品質,使用 4 個錐體。" msgid "High [VoxelGI] rendering quality using 6 cones." -msgstr "[VoxelGI] 較高渲染品質,使用 6 個錐體。" +msgstr "[VoxelGI] 較高算繪品質,使用 6 個錐體。" msgid "2D particles." msgstr "2D 粒子。" @@ -101437,42 +101393,42 @@ msgid "Represents the size of the [enum ViewportScaling3DMode] enum." msgstr "代表 [enum ViewportScaling3DMode] 列舉的大小。" msgid "Do not update the viewport's render target." -msgstr "不要更新視口的渲染目標。" +msgstr "不要更新視口的算繪目標。" msgid "" "Update the viewport's render target once, then switch to [constant " "VIEWPORT_UPDATE_DISABLED]." msgstr "" -"更新一次視口的渲染目標,然後切換到 [constant VIEWPORT_UPDATE_DISABLED]。" +"更新一次視口的算繪目標,然後切換到 [constant VIEWPORT_UPDATE_DISABLED]。" msgid "" "Update the viewport's render target only when it is visible. This is the " "default value." -msgstr "僅在渲染目標可見時更新視口的渲染目標。這是預設值。" +msgstr "僅在算繪目標可見時更新視口的算繪目標。這是預設值。" msgid "Update the viewport's render target only when its parent is visible." -msgstr "僅在其父級可見時更新視口的渲染目標。" +msgstr "僅在其父級可見時更新視口的算繪目標。" msgid "Always update the viewport's render target." -msgstr "始終更新視口的渲染目標。" +msgstr "始終更新視口的算繪目標。" msgid "Always clear the viewport's render target before drawing." -msgstr "繪製前始終清除視口的渲染目標。" +msgstr "繪製前始終清除視口的算繪目標。" msgid "Never clear the viewport's render target." -msgstr "永不清除視口的渲染目標。" +msgstr "永不清除視口的算繪目標。" msgid "" "Clear the viewport's render target on the next frame, then switch to " "[constant VIEWPORT_CLEAR_NEVER]." msgstr "" -"在下一影格清除視口的渲染目標,然後切換到 [constant VIEWPORT_CLEAR_NEVER]。" +"在下一影格清除視口的算繪目標,然後切換到 [constant VIEWPORT_CLEAR_NEVER]。" msgid "Disable rendering of 3D environment over 2D canvas." -msgstr "禁用在 2D 畫布上渲染 3D 環境。" +msgstr "禁用在 2D 畫布上算繪 3D 環境。" msgid "Enable rendering of 3D environment over 2D canvas." -msgstr "啟用在 2D 畫布上渲染 3D 環境。" +msgstr "啟用在 2D 畫布上算繪 3D 環境。" msgid "" "Inherit enable/disable value from parent. If the topmost parent is also set " @@ -101606,14 +101562,14 @@ msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "代表 [enum ViewportRenderInfo] 列舉的大小。" msgid "Visible render pass (excluding shadows)." -msgstr "可見渲染階段(不含陰影)。" +msgstr "可見算繪階段(不含陰影)。" msgid "" "Shadow render pass. Objects will be rendered several times depending on the " "number of amounts of lights with shadows and the number of directional shadow " "splits." msgstr "" -"陰影渲染階段。根據開啟了陰影的燈光數以及方向陰影的拆分數,同一個物件可能會渲染" +"陰影算繪階段。根據開啟了陰影的燈光數以及方向陰影的拆分數,同一個物件可能會算繪" "多次。" msgid "Represents the size of the [enum ViewportRenderInfoType] enum." @@ -101883,7 +101839,7 @@ msgstr "" msgid "" "Do not clear the background, use whatever was rendered last frame as the " "background." -msgstr "不要清除背景,使用上一影格渲染的東西作為背景。" +msgstr "不要清除背景,使用上一影格算繪的東西作為背景。" msgid "Represents the size of the [enum EnvironmentBG] enum." msgstr "代表 [enum EnvironmentBG] 列舉的大小。" @@ -101908,7 +101864,7 @@ msgid "" "by this formula: [code]color = color / (1 + color)[/code]. This avoids " "clipping bright highlights, but the resulting image can look a bit dull." msgstr "" -"使用 Reinhard 色調對應器。對渲染後的圖元顏色進行調整,使用的是這個公式:" +"使用 Reinhard 色調對應器。對算繪後的圖元顏色進行調整,使用的是這個公式:" "[code]color = color / (1 + color)[/code]。可以避免對高光的截斷,但最終的圖像可" "能看上去有些寡淡。" @@ -102198,11 +102154,11 @@ msgid "" "Disable backface culling when rendering the shadow of the object. This is " "slightly slower but may result in more correct shadows." msgstr "" -"在渲染物件的陰影時禁用背面剔除。這會稍微慢一些,但可能會產生更正確的陰影。" +"在算繪物件的陰影時禁用背面剔除。這會稍微慢一些,但可能會產生更正確的陰影。" msgid "" "Only render the shadows from the object. The object itself will not be drawn." -msgstr "僅渲染物件的陰影。物件本身不會被繪製。" +msgstr "僅算繪物件的陰影。物件本身不會被繪製。" msgid "Disable visibility range fading for the given instance." msgstr "禁用給定實例的可見性範圍淡出。" @@ -102520,19 +102476,19 @@ msgstr "代表 [enum GlobalShaderParameterType] 列舉的大小。" msgid "" "Number of objects rendered in the current 3D scene. This varies depending on " "camera position and rotation." -msgstr "在目前 3D 場景中渲染的物件數。會根據相機的位置和旋轉的不同而不同。" +msgstr "在目前 3D 場景中算繪的物件數。會根據相機的位置和旋轉的不同而不同。" msgid "" "Number of points, lines, or triangles rendered in the current 3D scene. This " "varies depending on camera position and rotation." msgstr "" -"在目前 3D 場景中渲染的點、線、三角的數量。會根據相機的位置和旋轉的不同而不同。" +"在目前 3D 場景中算繪的點、線、三角的數量。會根據相機的位置和旋轉的不同而不同。" msgid "" "Number of draw calls performed to render in the current 3D scene. This varies " "depending on camera position and rotation." msgstr "" -"在目前 3D 場景中渲染執行的繪製呼叫的數量。會根據相機的位置和旋轉的不同而不同。" +"在目前 3D 場景中算繪執行的繪製呼叫的數量。會根據相機的位置和旋轉的不同而不同。" msgid "Texture memory used (in bytes)." msgstr "紋理記憶體的使用量(單位為位元組)。" @@ -102553,7 +102509,7 @@ msgid "" "this is equal to the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and " "[constant RENDERING_INFO_BUFFER_MEM_USED]." msgstr "" -"顯存的使用量(單位為位元組)。使用 Forward+ 或移動渲染後端時,始終比 " +"顯存的使用量(單位為位元組)。使用 Forward+ 或移動算繪後端時,始終比 " "[constant RENDERING_INFO_TEXTURE_MEM_USED] 與 [constant " "RENDERING_INFO_BUFFER_MEM_USED] 的總和要大,因為這兩項之外還有一些雜項資料。使" "用 GL Compatibility 後端時,等於 [constant RENDERING_INFO_TEXTURE_MEM_USED] " @@ -102569,7 +102525,7 @@ msgstr "硬體支援多執行緒。這個列舉目前在 Godot 3.x 中沒有使 msgid "" "Abstract scene buffers object, created for each viewport for which 3D " "rendering is done." -msgstr "抽象場景緩衝區對象,為完成 3D 渲染的每個視窗建立。" +msgstr "抽象場景緩衝區對象,為完成 3D 算繪的每個視窗建立。" msgid "" "Abstract scene buffers object, created for each viewport for which 3D " @@ -102578,16 +102534,16 @@ msgid "" "[b]Note:[/b] this is an internal rendering server object only exposed for " "GDExtension plugins." msgstr "" -"抽象場景緩衝區對象,為完成 3D 渲染的每個視口建立。它管理渲染期間使用的任何其他" +"抽象場景緩衝區對象,為完成 3D 算繪的每個視口建立。它管理算繪期間使用的任何其他" "緩衝區,並在調整視口大小時丟棄緩衝區。\n" -"[b]注意:[/b]這是一個僅為 GDExtension 插件公開的內部渲染伺服器物件。" +"[b]注意:[/b]這是一個僅為 GDExtension 插件公開的內部算繪伺服器物件。" msgid "" "This method is called by the rendering server when the associated viewports " "configuration is changed. It will discard the old buffers and recreate the " "internal buffers used." msgstr "" -"當關聯的視窗配置變更時,渲染伺服器會呼叫此方法。它將丟棄舊緩衝區並重新建立使用" +"當關聯的視窗配置變更時,算繪伺服器會呼叫此方法。它將丟棄舊緩衝區並重新建立使用" "的內部緩衝區。" msgid "Configuration object used to setup a [RenderSceneBuffers] object." @@ -102597,7 +102553,7 @@ msgid "" "This configuration object is created and populated by the render engine on a " "viewport change and used to (re)configure a [RenderSceneBuffers] object." msgstr "" -"此配置物件由渲染引擎在視窗更改時建立和填充,並用於(重新)配置 " +"此配置物件由算繪引擎在視窗更改時建立和填充,並用於(重新)配置 " "[RenderSceneBuffers] 物件。" msgid "FSR Sharpness applicable if FSR upscaling is used." @@ -102607,7 +102563,7 @@ msgid "The size of the 3D render buffer used for rendering." msgstr "設定圖像的大小,需要參考。" msgid "The MSAA mode we're using for 3D rendering." -msgstr "用於天空渲染的旋轉。" +msgstr "用於天空算繪的旋轉。" msgid "The render target associated with these buffer." msgstr "返回與給定面關聯的中繼資料。" @@ -102629,7 +102585,7 @@ msgid "Bias applied to mipmaps." msgstr "套用於 mipmap 的偏置。" msgid "The number of views we're rendering." -msgstr "渲染的視圖數。" +msgstr "算繪的視圖數。" msgid "" "This class allows for a RenderSceneBuffer implementation to be made in " @@ -102651,7 +102607,7 @@ msgstr "在 GDExtension 中實作此功能以對解帶旗標的變更做出反 msgid "" "Abstract render scene buffer implementation for the RenderingDevice based " "renderers." -msgstr "基於 RenderingDevice 的渲染器的抽象渲染場景緩衝區實作。" +msgstr "基於 RenderingDevice 的算繪器的抽象算繪場景緩衝區實作。" msgid "" "This object manages all 3D rendering buffers for the rendering device based " @@ -102665,12 +102621,12 @@ msgid "" "[b]Note:[/b] this is an internal rendering server object only exposed for " "GDExtension plugins." msgstr "" -"此物件管理基於渲染裝置的渲染器的所有 3D 渲染緩衝區。為每個啟用 3D 渲染的視窗建" +"此物件管理基於算繪裝置的算繪器的所有 3D 算繪緩衝區。為每個啟用 3D 算繪的視窗建" "立此物件的實例。\n" "所有緩衝區都組織在[b]本文[/b]中。預設本文稱為 [b]render_buffers[/b],可以包含" "顏色緩衝區、深度緩衝區、速度緩衝區、VRS 密度圖和這些緩衝區的 MSAA 變體等。\n" -"僅確保在視口渲染期間存在緩衝區。\n" -"[b]注意:[/b]這是一個僅為 GDExtension 插件公開的內部渲染伺服器物件。" +"僅確保在視口算繪期間存在緩衝區。\n" +"[b]注意:[/b]這是一個僅為 GDExtension 插件公開的內部算繪伺服器物件。" msgid "Frees all buffers related to this context." msgstr "釋放與這個本文相關的所有緩衝。" @@ -102702,31 +102658,31 @@ msgstr "" msgid "" "Returns the specified layer from the color texture we are rendering 3D " "content to." -msgstr "從我們渲染 3D 內容的色彩紋理中傳回指定的圖層。" +msgstr "從我們算繪 3D 內容的色彩紋理中傳回指定的圖層。" msgid "" "Returns the color texture we are rendering 3D content to. If multiview is " "used this will be a texture array with all views." msgstr "" -"返回我們渲染 3D 內容的顏色紋理。如果使用多個視圖,這將是包含所有視圖的紋理陣" +"返回我們算繪 3D 內容的顏色紋理。如果使用多個視圖,這將是包含所有視圖的紋理陣" "列。" msgid "" "Returns the specified layer from the depth texture we are rendering 3D " "content to." -msgstr "從我們渲染 3D 內容的深度紋理傳回指定圖層。" +msgstr "從我們算繪 3D 內容的深度紋理傳回指定圖層。" msgid "" "Returns the depth texture we are rendering 3D content to. If multiview is " "used this will be a texture array with all views." msgstr "" -"返回我們渲染 3D 內容的深度紋理。如果使用多個視圖,這將是包含所有視圖的紋理陣" +"返回我們算繪 3D 內容的深度紋理。如果使用多個視圖,這將是包含所有視圖的紋理陣" "列。" msgid "" "Returns the internal size of the render buffer (size before upscaling) with " "which textures are created by default." -msgstr "傳回預設建立紋理的渲染緩衝區的內部大小(放大前的大小)。" +msgstr "傳回預設建立紋理的算繪緩衝區的內部大小(放大前的大小)。" msgid "Returns the render target associated with this buffers object." msgstr "返回與給定頂點關聯的中繼資料。" @@ -102740,7 +102696,7 @@ msgid "" msgstr "傳回建立快取紋理所使用的紋理格式資訊。" msgid "Returns a specific slice (layer or mipmap) for a cached texture." -msgstr "將指定的字元渲染到字形快取紋理。" +msgstr "將指定的字元算繪到字形快取紋理。" msgid "Returns the texture size of a given slice of a cached texture." msgstr "返回該紋理的大小,單位為圖元。" @@ -102755,13 +102711,13 @@ msgstr "如果啟用 TAA,則返回 [code]true[/code]。" msgid "" "Returns the specified layer from the velocity texture we are rendering 3D " "content to." -msgstr "從我們渲染 3D 內容的速度紋理傳回指定圖層。" +msgstr "從我們算繪 3D 內容的速度紋理傳回指定圖層。" msgid "" "Returns the velocity texture we are rendering 3D content to. If multiview is " "used this will be a texture array with all views." msgstr "" -"返回我們渲染 3D 內容的速度紋理。如果使用多個視圖,這將是包含所有視圖的紋理陣" +"返回我們算繪 3D 內容的速度紋理。如果使用多個視圖,這將是包含所有視圖的紋理陣" "列。" msgid "Returns the view count for the associated viewport." @@ -103291,7 +103247,7 @@ msgid "" "Imports a TTF, TTC, OTF, OTC, WOFF or WOFF2 font file for font rendering that " "adapts to any size." msgstr "" -"匯入 TTF、TTC、OTF、OTC、WOFF 或 WOFF2 字型檔案,用於適應任何大小的字形渲染。" +"匯入 TTF、TTC、OTF、OTC、WOFF 或 WOFF2 字型檔案,用於適應任何大小的字形算繪。" msgid "" "Unlike bitmap fonts, dynamic fonts can be resized to any size and still look " @@ -103304,7 +103260,7 @@ msgid "" "See also [ResourceImporterBMFont] and [ResourceImporterImageFont]." msgstr "" "與點陣字形不同,動態字形可以調整為任意大小並且看起來仍然清晰。動態字形還可以選" -"擇支援MSDF 字形渲染,這允許運作時比例更改而無需重新光柵化成本。\n" +"擇支援MSDF 字形算繪,這允許運作時比例更改而無需重新光柵化成本。\n" "雖然 WOFF(尤其是 WOFF2)往往會產生較小的檔案大小,但不存在普遍「更好」的字形" "格式。在大多數情況下,建議使用字形開發人員網站上提供的字形格式。\n" "另請參閱 [ResourceImporterBMFont] 和 [ResourceImporterImageFont]。" @@ -103422,8 +103378,8 @@ msgid "" "this value if you notice a visible lack of precision in glyph rendering. Only " "effective if [member multichannel_signed_distance_field] is [code]true[/code]." msgstr "" -"用於生成 MSDF 紋理的源字形大小。較高的值允許更高的精度,但渲染速度較慢並且需要" -"更多記憶體。只有當注意到字形渲染中明顯缺乏精度時,才增加該屬性的值。" +"用於生成 MSDF 紋理的源字形大小。較高的值允許更高的精度,但算繪速度較慢並且需要" +"更多記憶體。只有當注意到字形算繪中明顯缺乏精度時,才增加該屬性的值。" msgid "" "The OpenType features to enable, disable or set a value for this font. This " @@ -103449,7 +103405,7 @@ msgid "" "subpixel_positioning] is enabled. The downside of using preloading is that " "initial project load times will increase, as well as memory usage." msgstr "" -"要預先渲染的字形範圍。這可以避免在遊戲過程中需要渲染新角色時出現卡頓,特別是在" +"要預先算繪的字形範圍。這可以避免在遊戲過程中需要算繪新角色時出現卡頓,特別是在" "啟用[member subpixel_positioning] 的情況下。使用預先載入的缺點是初始專案載入時" "間會增加,記憶體使用量也會增加。" @@ -103476,19 +103432,19 @@ msgid "" "[b]One Quarter of a Pixel:[/b] Always perform precise subpixel positioning " "regardless of font size. Highest quality, slowest rendering." msgstr "" -"子像素定位改善了字形渲染外觀,特別是在較小的字形大小下。缺點是初始渲染字形需要" +"子像素定位改善了字形算繪外觀,特別是在較小的字形大小下。缺點是初始算繪字形需要" "更多時間,這可能會導致遊戲過程中出現卡頓,特別是在使用大字形時字形大小。對於具" "有像素藝術外觀的字形,應將其設為 [b]Disabled[/b]。\n" -"[b]停用:[/b] 無子像素定位。最低質量,最快渲染。\n" +"[b]停用:[/b] 無子像素定位。最低質量,最快算繪。\n" "[b]自動:[/b] 在小字形大小下使用子像素定位(所選品質會根據字形大小而變化)。大" "字形不會使用子像素定位。這是性能和品質之間的良好權衡。\n" -"[b]半個像素:[/b] 無論字形大小如何,始終執行中間子像素定位。品質高,渲染速度" +"[b]半個像素:[/b] 無論字形大小如何,始終執行中間子像素定位。品質高,算繪速度" "慢。\n" "[b]四分之一像素:[/b] 無論字形大小如何,始終執行精確的子像素定位。最高品質,最" -"慢渲染。" +"慢算繪。" msgid "Imports a image for use in scripting, with no rendering capabilities." -msgstr "匯入用於腳本編寫的影像,不具有渲染功能。" +msgstr "匯入用於腳本編寫的影像,不具有算繪功能。" msgid "" "This importer imports [Image] resources, as opposed to [CompressedTexture2D]. " @@ -103496,7 +103452,7 @@ msgid "" "instead." msgstr "" "此匯入器匯入 [Image] 資源,而不是 [CompressedTexture2D]。如果需要以 2D 或 3D " -"形式渲染圖像,請改用 [ResourceImporterTexture]。" +"形式算繪圖像,請改用 [ResourceImporterTexture]。" msgid "" "Imports a fixed-width bitmap font where all glyphs have the same width and " @@ -103920,7 +103876,7 @@ msgstr "" "用於透過線性內插將動畫曲線烘焙為一系列點的每秒影格數。建議配置此值以配對您用作" "基線的值您的3D 建模軟體。較高的值會導致更精確的動畫和快速的運動變化,但代價是" "檔案大小和記憶體使用量更大。由於插值,超過30 FPS 通常沒有太大好處(因為動畫仍" -"然會出現)在較高渲染影格速率下平滑)。" +"然會出現)在較高算繪影格速率下平滑)。" msgid "If [code]true[/code], import animations from the 3D scene." msgstr "如果為 [code]true[/code],則馬達將轉動鉸鏈。" @@ -103949,9 +103905,9 @@ msgid "" "lower detail level than the source mesh (but shadow rendering will make use " "of LODs when relevant)." msgstr "" -"如果[code]true[/code],則在匯入時啟用陰影網格的產生。這可以最佳化陰影渲染,而" -"不會在可能的情況下透過將頂點焊接在一起來降低品質。這反過來又減少了記憶體渲染陰" -"影所需的頻寬。陰影網格產生目前不支援使用比來源網格更低的細節等級(但陰影渲染將" +"如果[code]true[/code],則在匯入時啟用陰影網格的產生。這可以最佳化陰影算繪,而" +"不會在可能的情況下透過將頂點焊接在一起來降低品質。這反過來又減少了記憶體算繪陰" +"影所需的頻寬。陰影網格產生目前不支援使用比來源網格更低的細節等級(但陰影算繪將" "在相關時使用LOD)。" msgid "" @@ -103980,8 +103936,8 @@ msgid "" "[url=$DOCS_URL/tutorials/3d/mesh_lod.html#doc-mesh-lod]Mesh level of detail " "(LOD)[/url] for more information." msgstr "" -"如果[code]true[/code],則產生網格的較低細節變體,這些變體將顯示在遠處以提高渲" -"染效能。並非所有網格都受益於LOD,特別是如果它們永遠不會從遠處渲染。停用此功能" +"如果[code]true[/code],則產生網格的較低細節變體,這些變體將顯示在遠處以提高算" +"繪效能。並非所有網格都受益於LOD,特別是如果它們永遠不會從遠處算繪。停用此功能" "可以減少輸出檔案大小並加快匯入速度。請參閱[url=$DOCS_URL/tutorials/3d/" "mesh_lod.html#doc-mesh-lod]網格細節等級(LOD)[/url] 了解更多。" @@ -104073,7 +104029,7 @@ msgstr "" "稱 IBM 的矩陣。其次,[Skin] 包含每個骨骼的名稱(如果[member skins/" "use_named_skins] 為[code]true[/code]),或骨骼在[Skeleton3D] 列表中的索引(如" "果[member skins/use_named_skins] 為[code]false[/code])。\n" -"總而言之,這些資訊足以告訴 Godot 如何使用 [Skeleton3D] 節點中的骨骼姿勢來渲染" +"總而言之,這些資訊足以告訴 Godot 如何使用 [Skeleton3D] 節點中的骨骼姿勢來算繪" "每個 [MeshInstance3D] 的網格。請注意,每個[MeshInstance3D] 可以共享綁定,這在" "從Blender 匯出的模型中很常見,或者每個[MeshInstance3D] 可以使用單獨的[Skin] 對" "象,這在從其他工具(例如Maya)匯出的模型中很常見。" @@ -104090,7 +104046,7 @@ msgstr "" "作。此匯入器[i]不[/i]處理[code]. gdshader [/code] 檔案。" msgid "Imports an image for use in 2D or 3D rendering." -msgstr "匯入影像以用於 2D 或 3D 渲染。" +msgstr "匯入影像以用於 2D 或 3D 算繪。" msgid "" "This importer imports [CompressedTexture2D] resources. If you need to process " @@ -104311,7 +104267,7 @@ msgid "" msgstr "" "匯入時考慮作為粗糙度篩選法線貼圖的紋理路徑。指定此專案可以幫助稍微減少 3D 中的" "鏡面鋸齒。\n" -"匯入時的粗糙度篩選僅用於 3D 渲染,不適用於 2D。" +"匯入時的粗糙度篩選僅用於 3D 算繪,不適用於 2D。" msgid "" "The scale the SVG should be rendered at, with [code]1.0[/code] being the " @@ -104320,15 +104276,15 @@ msgid "" "See also [member editor/scale_with_editor_scale].\n" "[b]Note:[/b] Only available for SVG images." msgstr "" -"SVG 應該渲染的比例,[code]1.0[/code] 是原始設計尺寸。較高的值會導致較大的圖" -"像。請注意,與字形過取樣不同,此影響 SVG 在 2D 中渲染的大小。另請參閱 [member " +"SVG 應該算繪的比例,[code]1.0[/code] 是原始設計尺寸。較高的值會導致較大的圖" +"像。請注意,與字形過取樣不同,此影響 SVG 在 2D 中算繪的大小。另請參閱 [member " "editor/scale_with_editor_scale]。\n" "[b]注意:[/b] 僅適用於 SVG 影像。" msgid "" "Imports a collection of textures from a PNG image into an optimized " "[AtlasTexture] for 2D rendering." -msgstr "將PNG 影像中的紋理集合匯入至最佳化的[AtlasTexture] 以進行2D 渲染。" +msgstr "將PNG 影像中的紋理集合匯入至最佳化的[AtlasTexture] 以進行2D 算繪。" msgid "" "This imports a collection of textures from a PNG image into an [AtlasTexture] " @@ -104341,7 +104297,7 @@ msgid "" msgstr "" "這會將 PNG 圖像中的紋理集合匯入到 [AtlasTexture] 或 2D [ArrayMesh] 中。從 " "spritesheet 匯入 2D 動畫時,這可用於節省記憶體。紋理合集只是支援紋理合集。 2D " -"渲染,而不是3D。另請參閱[ResourceImporterTexture] 和" +"算繪,而不是3D。另請參閱[ResourceImporterTexture] 和" "[ResourceImporterLayeredTexture]。\n" "[b]注意:[/b] [ResourceImporterTextureAtlas] 不處理匯入 [TileSetAtlasSource]," "它是使用 [TileSet] 編輯器建立的。" @@ -104374,12 +104330,12 @@ msgid "" "reduce fill rate when rendering large transparent sprites, at the cost of " "slower rendering if there are little to no transparent areas in the sprite." msgstr "" -"[b]Region:[/b] 在 [AtlasTexture] 資源中匯入合集,該合集呈現為矩形。這渲染速度" +"[b]Region:[/b] 在 [AtlasTexture] 資源中匯入合集,該合集呈現為矩形。這算繪速度" "很快,但仍需要透明區域如果[member trim_alpha_border_from_region]無法有效修剪它" -"們,則渲染它們。在螢幕上渲染大型精靈時,這會降低效能。\n" -"[b]Mesh:[/b] 將合集匯入為 [ArrayMesh] 資源,保持原始位圖可見(但渲染為多邊" -"形)。這可用於在渲染大型透明精靈時降低填充率,但如果精靈中幾乎沒有透明區域,則" -"渲染速度會變慢。" +"們,則算繪它們。在螢幕上算繪大型精靈時,這會降低效能。\n" +"[b]Mesh:[/b] 將合集匯入為 [ArrayMesh] 資源,保持原始位圖可見(但算繪為多邊" +"形)。這可用於在算繪大型透明精靈時降低填充率,但如果精靈中幾乎沒有透明區域,則" +"算繪速度會變慢。" msgid "Imports a WAV audio file for playback." msgstr "匯入 WAV 音訊檔案播放。" @@ -108017,7 +107973,7 @@ msgid "" msgstr "" "用 Godot 著色語言實作的自訂著色器程式,使用 [code].gdshader[/code] 副檔名保" "存。\n" -"這個類由 [ShaderMaterial] 使用,能夠讓你編寫渲染可視專案或更新粒子資訊時的自定" +"這個類由 [ShaderMaterial] 使用,能夠讓你編寫算繪可視專案或更新粒子資訊時的自定" "義行為。詳細解釋和用法請參考下列教學連結。" msgid "Shaders documentation index" @@ -108166,7 +108122,7 @@ msgid "" "only emitted when the [member Resource.resource_name] changes. Only in " "editor, it is also emitted for [member shader] changes." msgstr "" -"使用自訂 [Shader] 程式渲染視覺專案(畫布專案、網格、天空、霧)或處理粒子的材" +"使用自訂 [Shader] 程式算繪視覺專案(畫布專案、網格、天空、霧)或處理粒子的材" "質。與其他材質相比,[ShaderMaterial] 給予對產生的著色器程式碼進行更深入的控" "制。有關更多信息,請參閱下面的著色器檔案索引。\n" "多個[ShaderMaterial]可以使用相同的著色器並為著色器製服配置不同的值。\n" @@ -108200,7 +108156,7 @@ msgstr "" "本。" msgid "The [Shader] program used to render this material." -msgstr "用於渲染此材質的 [Shader] 程式。" +msgstr "用於算繪此材質的 [Shader] 程式。" msgid "Abstract base class for 2D shapes used for physics collision." msgstr "用於物理碰撞的 2D 形狀的抽象基底類別。" @@ -110830,12 +110786,12 @@ msgid "" msgstr "" "聚光燈是一種 [Light3D] 節點,向指定的方向發出圓錐形的燈光。光線會隨距離增大而" "衰減。衰減可以通過修改 [Light3D] 的能量、半徑、衰減參數進行控制。\n" -"[b]注意:[/b]使用 Mobile 渲染方法時,單個網格資源只能用到 8 盞聚光燈。嘗試對單" +"[b]注意:[/b]使用 Mobile 算繪方法時,單個網格資源只能用到 8 盞聚光燈。嘗試對單" "個網格資源使用超過 8 盞聚光燈會導致聚光燈在相機移動時產生閃爍。使用 " -"Compatibility 渲染方法時,單個網格資源預設只能用到 8 盞聚光燈,但可以通過調整 " +"Compatibility 算繪方法時,單個網格資源預設只能用到 8 盞聚光燈,但可以通過調整 " "[member ProjectSettings.rendering/limits/opengl/max_lights_per_object] 增" "加。\n" -"[b]注意:[/b]使用 Mobile 或 Compatibility 渲染方法時,聚光燈只能影響可見 AABB " +"[b]注意:[/b]使用 Mobile 或 Compatibility 算繪方法時,聚光燈只能影響可見 AABB " "與燈光 AABB 相交的網格。如果使用了著色器將網格進行了變形,超出了 AABB 的範圍," "則必須將該網格的 [member GeometryInstance3D.extra_cull_margin] 增大。否則燈光" "在該網格上可能不可見。" @@ -111190,7 +111146,7 @@ msgid "" "This is because opaque objects are not sorted, while transparent objects are " "sorted from back to front (subject to priority)." msgstr "" -"設定該精靈的渲染優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n" +"設定該精靈的算繪優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n" "[b]注意:[/b]僅在 [member alpha_cut] 為 [constant ALPHA_CUT_DISABLED](預設" "值)時適用。\n" "[b]注意:[/b]僅適用於透明物體的排序。這不會影響透明物體相對於不透明物體的排序" @@ -111249,7 +111205,7 @@ msgid "" "[constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows " "displaying translucent areas and smooth edges while using proper sorting." msgstr "" -"該模式在深度預渲染階段繪製完全不透明的圖元。這比 [constant " +"該模式在深度預算繪階段繪製完全不透明的圖元。這比 [constant " "ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 慢,但它允許在使用正確排序" "的同時顯示半透明區域和平滑邊緣。" @@ -111356,7 +111312,7 @@ msgstr "" "時間 [param duration]。" msgid "A PBR (Physically Based Rendering) material to be used on 3D objects." -msgstr "基於物理的渲染(PBR)材質,可以對 3D 物件套用。" +msgstr "基於物理的算繪(PBR)材質,可以對 3D 物件套用。" msgid "" "[StandardMaterial3D]'s properties are inherited from [BaseMaterial3D]. " @@ -114485,11 +114441,11 @@ msgid "" "The clear mode when the sub-viewport is used as a render target.\n" "[b]Note:[/b] This property is intended for 2D usage." msgstr "" -"該子視口用作渲染目標時的清除模式。\n" +"該子視口用作算繪目標時的清除模式。\n" "[b]注意:[/b]此屬性適用於 2D 用途。" msgid "The update mode when the sub-viewport is used as a render target." -msgstr "該子視口用作渲染目標時的更新模式。" +msgstr "該子視口用作算繪目標時的更新模式。" msgid "" "The width and height of the sub-viewport. Must be set to a value greater than " @@ -114513,32 +114469,32 @@ msgid "If [code]true[/code], the 2D size override affects stretch as well." msgstr "如果為 [code]true[/code],則 2D 尺寸覆蓋也會影響拉伸。" msgid "Always clear the render target before drawing." -msgstr "繪製前始終清除渲染目標。" +msgstr "繪製前始終清除算繪目標。" msgid "Never clear the render target." -msgstr "永不清除渲染目標。" +msgstr "永不清除算繪目標。" msgid "" "Clear the render target on the next frame, then switch to [constant " "CLEAR_MODE_NEVER]." -msgstr "在下一影格清除渲染目標,然後切換到 [constant CLEAR_MODE_NEVER]。" +msgstr "在下一影格清除算繪目標,然後切換到 [constant CLEAR_MODE_NEVER]。" msgid "Do not update the render target." -msgstr "不要更新渲染目標。" +msgstr "不要更新算繪目標。" msgid "" "Update the render target once, then switch to [constant UPDATE_DISABLED]." -msgstr "更新渲染目標一次,然後切換到 [constant UPDATE_DISABLED]。" +msgstr "更新算繪目標一次,然後切換到 [constant UPDATE_DISABLED]。" msgid "" "Update the render target only when it is visible. This is the default value." -msgstr "僅在渲染目標可見時更新渲染目標。這是預設值。" +msgstr "僅在算繪目標可見時更新算繪目標。這是預設值。" msgid "Update the render target only when its parent is visible." -msgstr "僅在其父級可見時更新渲染目標。" +msgstr "僅在其父級可見時更新算繪目標。" msgid "Always update the render target." -msgstr "始終更新渲染目標。" +msgstr "始終更新算繪目標。" msgid "A container used for displaying the contents of a [SubViewport]." msgstr "用於顯示 [SubViewport] 內容的容器。" @@ -114581,9 +114537,9 @@ msgid "" "[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to " "work." msgstr "" -"將子視口的有效解析度除以該值,同時保持比例。可以用來加速渲染。\n" +"將子視口的有效解析度除以該值,同時保持比例。可以用來加速算繪。\n" "例如子視口的大小為 1280×720,當 [member stretch_shrink] 被設定為 [code]2[/" -"code] 時,將以 640×360 渲染,同時在該容器中佔據相同大小。\n" +"code] 時,將以 640×360 算繪,同時在該容器中佔據相同大小。\n" "[b]注意:[/b][member stretch] 必須為 [code]true[/code],才能使此屬性生效。" msgid "Helper tool to create geometry." @@ -115102,7 +115058,7 @@ msgid "" "data." msgstr "" "如果設定為 [code]true[/code],則所有大小的字形都將使用從動態字形向量資料生成的" -"單個多通道帶符號距離場渲染。" +"單個多通道帶符號距離場算繪。" msgid "" "Font oversampling factor, if set to [code]0.0[/code] global oversampling " @@ -115451,7 +115407,7 @@ msgstr "" "[b]注意:[/b]如果使用啟用了 [member FontFile." "multichannel_signed_distance_field] 的字形,其 [member FontFile." "msdf_pixel_range] 必須至少設定為 [theme_item outline_size] 的[i]兩倍[/i],輪廓" -"渲染才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" +"算繪才能看起來正確。否則,輪廓可能會比預期的更早被切斷。" msgid "The font used to draw tab names." msgstr "用於繪製分頁名稱的字形。" @@ -117152,10 +117108,10 @@ msgid "Paragraph width." msgstr "段落寬度。" msgid "A server interface for font management and text rendering." -msgstr "字形管理和文字渲染的伺服器介面。" +msgstr "字形管理和文字算繪的伺服器介面。" msgid "[TextServer] is the API backend for managing fonts and rendering text." -msgstr "[TextServer] 是用於管理字形和渲染文字的 API 後端。" +msgstr "[TextServer] 是用於管理字形和算繪文字的 API 後端。" msgid "" "Creates a new, empty font cache entry resource. To free the resulting " @@ -117189,7 +117145,7 @@ msgid "" "[b]Note:[/b] This function will not remove textures associated with the " "glyphs, use [method font_remove_texture] to remove them manually." msgstr "" -"從快取條目中移除所有的渲染字形資訊。\n" +"從快取條目中移除所有的算繪字形資訊。\n" "[b]注意:[/b]該函式不會移除與字形關聯的紋理,請使用 [method " "font_remove_texture] 手動移除。" @@ -117217,7 +117173,7 @@ msgstr "" "size]。\n" "[b]注意:[/b]字形索引是特定於字形的,請使用 [method shaped_text_get_glyphs] " "或 [method font_get_glyph_index] 返回的字形索引。\n" -"[b]注意:[/b]如果有待渲染的字形,呼叫這個函式可能會觸發紋理快取的更新。" +"[b]注意:[/b]如果有待算繪的字形,呼叫這個函式可能會觸發紋理快取的更新。" msgid "" "Draws single glyph outline of size [param outline_size] into a canvas item at " @@ -117231,7 +117187,7 @@ msgstr "" "[param size]。\n" "[b]注意:[/b]字形索引是特定於字形的,請使用 [method shaped_text_get_glyphs] " "或 [method font_get_glyph_index] 返回的字形索引。\n" -"[b]注意:[/b]如果有待渲染的字形,呼叫這個函式可能會觸發紋理快取的更新。" +"[b]注意:[/b]如果有待算繪的字形,呼叫這個函式可能會觸發紋理快取的更新。" msgid "Returns font anti-aliasing mode." msgstr "返回字形的抗鋸齒模式。" @@ -117272,7 +117228,7 @@ msgid "" "might trigger the texture cache update." msgstr "" "返回包含字形的快取紋理的資源 ID。\n" -"[b]注意:[/b]如果有待渲染的字形,呼叫此函式可能會觸發紋理快取的更新。" +"[b]注意:[/b]如果有待算繪的字形,呼叫此函式可能會觸發紋理快取的更新。" msgid "" "Returns size of the cache texture containing the glyph.\n" @@ -117280,7 +117236,7 @@ msgid "" "might trigger the texture cache update." msgstr "" "返回包含字形的快取紋理的大小。\n" -"[b]注意:[/b]如果有待渲染的字形,呼叫此函式可能會觸發紋理快取的更新。" +"[b]注意:[/b]如果有待算繪的字形,呼叫此函式可能會觸發紋理快取的更新。" msgid "Returns the font hinting mode. Used by dynamic fonts only." msgstr "返回字形微調模式。僅用於動態字形。" @@ -117351,7 +117307,7 @@ msgid "" "multichannel signed distance field generated from the dynamic font vector " "data." msgstr "" -"如果使用從動態字形向量資料生成的單個多通道有符號距離場渲染所有大小的字形,則返" +"如果使用從動態字形向量資料生成的單個多通道有符號距離場算繪所有大小的字形,則返" "回 [code]true[/code]。" msgid "" @@ -117363,7 +117319,7 @@ msgid "" "[b]Note:[/b] This function will not remove textures associated with the " "glyphs, use [method font_remove_texture] to remove them manually." msgstr "" -"從快取條目中移除指定的渲染字形資訊。\n" +"從快取條目中移除指定的算繪字形資訊。\n" "[b]注意:[/b]這個函式不會移除與字形相關的紋理,請使用 [method " "font_remove_texture] 手動移除。" @@ -117445,11 +117401,11 @@ msgid "" "on Google Fonts." msgstr "" "如果設定為 [code]true[/code],則所有大小的字形都使用同一個從動態字形向量資料生" -"成的多通道帶符號距離場進行渲染。MSDF 渲染能夠使用任意縮放係數顯示字形,字形不" +"成的多通道帶符號距離場進行算繪。MSDF 算繪能夠使用任意縮放係數顯示字形,字形不" "會變得模糊,字形大小的改變也不會消耗 CPU 的性能(因為字形不再需要在 CPU 上進行" "光柵化)。缺點是MSDF 無法使用字形微調。缺少字形微調時,銳度可能降低,較小的字" "形可能不易閱讀。\n" -"[b]注意:[/b]MSDF 字形渲染無法正確渲染存在形狀重疊的字形。重疊的形狀在 " +"[b]注意:[/b]MSDF 字形算繪無法正確算繪存在形狀重疊的字形。重疊的形狀在 " "OpenType 標準中是無效的,但在很多字形檔中仍然很常見,尤其是經過 Google Fonts " "轉換後的那些。要避免形狀重疊帶來的問題,請考慮直接從字形廠商下載字形文件,不要" "依賴 Google Fonts。" @@ -117479,7 +117435,7 @@ msgid "" msgstr "" "設定字形相對於普通寬度的拉伸量,是在 [code]50%[/code] 和 [code]200%[/code] 之" "間的百分比值。\n" -"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的渲染。請改用 [method " +"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的算繪。請改用 [method " "font_set_face_index]、[method font_set_variation_coordinates] 或 [method " "font_set_transform]。" @@ -117491,7 +117447,7 @@ msgid "" "font_set_transform] instead." msgstr "" "設定字形樣式旗標,見 [enum FontStyle]。\n" -"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的渲染。請改用 [method " +"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的算繪。請改用 [method " "font_set_face_index]、[method font_set_variation_coordinates]、[method " "font_set_embolden] 或 [method font_set_transform]。" @@ -117531,7 +117487,7 @@ msgid "" msgstr "" "設定字形的字重(粗度)。字重是在 [code]100...999[/code] 範圍內的值,普通字重" "為 [code]400[/code],粗體字重為 [code]700[/code]。\n" -"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的渲染。請改用 [method " +"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的算繪。請改用 [method " "font_set_face_index]、[method font_set_variation_coordinates]、[method " "font_set_embolden] 或 [method font_set_transform]。" @@ -118013,7 +117969,7 @@ msgstr "" "字形字形針對 LCD 螢幕柵格化。\n" "LCD 次圖元佈局由專案設定 [code]gui/theme/lcd_subpixel_layout[/code] 的值決" "定。\n" -"LCD 次圖元抗鋸齒模式僅適用於在 2D 中渲染橫向、無縮放的文字。" +"LCD 次圖元抗鋸齒模式僅適用於在 2D 中算繪橫向、無縮放的文字。" msgid "" "Unknown or unsupported subpixel layout, LCD subpixel antialiasing is disabled." @@ -118343,7 +118299,7 @@ msgstr "TextServer 支援載入動態字形(TrueType、OpeType 等)。" msgid "" "TextServer supports multichannel signed distance field dynamic font rendering." -msgstr "TextServer 支援多通道有符號距離場動態字形的渲染。" +msgstr "TextServer 支援多通道有符號距離場動態字形的算繪。" msgid "TextServer supports loading system fonts." msgstr "TextServer 支援載入系統字形。" @@ -118442,7 +118398,7 @@ msgstr "" "排版和本文 OpenType 功能。這是 Godot 的預設主 [TextServer] 介面。" msgid "A dummy text server that can't render text or manage fonts." -msgstr "虛設的文字伺服器,無法渲染文字或管理字形。" +msgstr "虛設的文字伺服器,無法算繪文字或管理字形。" msgid "" "A dummy [TextServer] interface that doesn't do anything. Useful for freeing " @@ -118464,8 +118420,8 @@ msgid "" "The command line argument [code]--text-driver Dummy[/code] (case-sensitive) " "can be used to force the \"Dummy\" [TextServer] on any project." msgstr "" -"虛設的 [TextServer] 介面,不做任何事情。可以在不需要渲染文字時釋放記憶體,因為" -"文字伺服器極其消耗資源。也可以用來比較複雜 GUI 的性能,檢查文字渲染帶來的影" +"虛設的 [TextServer] 介面,不做任何事情。可以在不需要算繪文字時釋放記憶體,因為" +"文字伺服器極其消耗資源。也可以用來比較複雜 GUI 的性能,檢查文字算繪帶來的影" "響。\n" "虛設的文字伺服器在專案開始後始終可用。存取方法如下:\n" "[codeblock]\n" @@ -118594,7 +118550,7 @@ msgstr "" "當請求在 [CanvasItem] 上繪製整個 [Texture2D] 時呼叫,左上角的偏移量由 [param " "pos] 指定。[param modulate] 指定繪製顏色的乘數,[param transpose] 指定繪製是否" "應按列主順序而不是行主循序執行(會導致順時針旋轉 90 度)。\n" -"[b]注意:[/b]僅用於 2D 渲染,不用於 3D。" +"[b]注意:[/b]僅用於 2D 算繪,不用於 3D。" msgid "" "Called when the [Texture2D] is requested to be drawn onto [CanvasItem]'s " @@ -118607,7 +118563,7 @@ msgstr "" "請求將 [Texture2D] 繪製到 [CanvasItem] 的指定 [param rect] 上時呼叫。[param " "modulate] 指定的是繪製時顏色的乘數,而 [param transpose] 指定的是繪製時是否使" "用列優先順序,而不是使用行優先順序(產生順時針 90 度旋轉)。\n" -"[b]注意:[/b]僅在 2D 渲染時使用,3D 不使用。" +"[b]注意:[/b]僅在 2D 算繪時使用,3D 不使用。" msgid "" "Called when a part of the [Texture2D] specified by [param src_rect]'s " @@ -118622,7 +118578,7 @@ msgstr "" "指定 [param rect] 上時呼叫。[param modulate] 指定的是繪製時顏色的乘數,而 " "[param transpose] 指定的是繪製時是否使用列優先順序,而不是使用行優先順序(產生" "順時針 90 度旋轉)。\n" -"[b]注意:[/b]僅在 2D 渲染時使用,3D 不使用。" +"[b]注意:[/b]僅在 2D 算繪時使用,3D 不使用。" msgid "Called when the [Texture2D]'s height is queried." msgstr "查詢該 [Texture2D] 的高度時呼叫。" @@ -118969,7 +118925,7 @@ msgstr "" "資料是按層設定的。對於 [Texture2DArray],層指定的是陣列層。\n" "所有圖像都需要具有相同的寬度、高度和 mipmap 級別數。\n" "[TextureLayered] 可以用 [method ResourceLoader.load] 載入。\n" -"在內部,Godot 將這些檔對應到目標渲染驅動程式(Vulkan、OpenGL3)中的對應文件。" +"在內部,Godot 將這些檔對應到目標算繪驅動程式(Vulkan、OpenGL3)中的對應文件。" msgid "Called when the [TextureLayered]'s format is queried." msgstr "查詢該 [TextureLayered] 的格式時被呼叫。" @@ -120798,7 +120754,7 @@ msgid "" "processed at all (no rendering, no physics, etc...).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" -"啟用或禁用圖層 [param layer]。被禁用的圖層根本不會被處理(沒有渲染、物理" +"啟用或禁用圖層 [param layer]。被禁用的圖層根本不會被處理(沒有算繪、物理" "等)。\n" "如果 [param layer] 為負數,則從最後一個圖層開始存取。" @@ -121023,7 +120979,7 @@ msgid "" msgstr "" "TileSet 是 [TileMap] 的圖塊庫。TileSet 處理 [TileSetSource] 列表,每個表中存儲" "一組圖塊。\n" -"圖塊既可以來自 [TileSetAtlasSource],可以渲染紋理中的圖塊,支援物理、導覽等功" +"圖塊既可以來自 [TileSetAtlasSource],可以算繪紋理中的圖塊,支援物理、導覽等功" "能,也可以來自 [TileSetScenesCollectionSource],提供基於場景的圖塊。\n" "圖塊通過使用三個 ID 來引用:源 ID、合集座標 ID、備選圖塊 ID。\n" "TileSet 可以配置圖塊暴露哪些屬性。為了做到這一點,TileSet 資源使用了屬性層,你" @@ -121400,7 +121356,7 @@ msgstr "設定給定 TileSet 導覽層中導覽區域的導覽層(導覽伺服 msgid "" "Sets the occlusion layer (as in the rendering server) for occluders in the " "given TileSet occlusion layer." -msgstr "設定給定 TileSet 遮擋層中遮擋器的遮擋層(渲染伺服器中使用)。" +msgstr "設定給定 TileSet 遮擋層中遮擋器的遮擋層(算繪伺服器中使用)。" msgid "" "Enables or disables SDF collision for occluders in the given TileSet " @@ -121472,7 +121428,7 @@ msgstr "" "形。因此,這是合集所需的最小儲存格大小。" msgid "Enables/Disable uv clipping when rendering the tiles." -msgstr "渲染圖塊時啟用/禁用 UV 裁剪。" +msgstr "算繪圖塊時啟用/禁用 UV 裁剪。" msgid "Rectangular tile shape." msgstr "矩形圖塊形狀。" @@ -122435,9 +122391,9 @@ msgid "" "vice versa." msgstr "" "等待時間,單位為秒。\n" -"[b]注意:[/b]計時器在每個渲染影格最多只能發射一次(或者如果 [member " +"[b]注意:[/b]計時器在每個算繪影格最多只能發射一次(或者如果 [member " "process_callback] 為 [constant TIMER_PROCESS_PHYSICS],則是每個物理影格)。這" -"意味著非常短的等待時間(低於 0.05 秒),將根據渲染的畫面播放速率,會有明顯不同" +"意味著非常短的等待時間(低於 0.05 秒),將根據算繪的畫面播放速率,會有明顯不同" "的表現。對於非常短的等待時間,建議在腳本中使用一個 process 迴圈,而不是使用 " "Timer 節點。計時器會受 [member Engine.time_scale] 的影響,縮放值越高意味著超時" "越快,反之亦然。" @@ -124531,7 +124487,7 @@ msgid "" "is never seen by the camera." msgstr "" "如果為 [code]true[/code] ,則在管子的底部生成蓋子。如果相機永遠不可能見到蓋" -"子,那麼設定為 [code]false[/code] 可以加快生成和渲染的速度。" +"子,那麼設定為 [code]false[/code] 可以加快生成和算繪的速度。" msgid "" "If [code]true[/code], generates a cap at the top of the tube. This can be set " @@ -124539,7 +124495,7 @@ msgid "" "never seen by the camera." msgstr "" "如果為 [code]true[/code] ,則在管子的頂部生成蓋子。如果相機永遠不可能見到蓋" -"子,那麼設定為 [code]false[/code] 可以加快生成和渲染的速度。" +"子,那麼設定為 [code]false[/code] 可以加快生成和算繪的速度。" msgid "" "Determines the radius of the tube along its length. The radius of a " @@ -128734,8 +128690,8 @@ msgid "" "each) from [param buffer], starting from index [param offset] in the array. " "Returns the number of audio frames rendered, or -1 on error." msgstr "" -"從陣列中的索引 [param offset] 開始,從 [param buffer] 渲染 [param num_frames] " -"個音訊影格(每影格 [method _get_channels] 個浮點數)。返回渲染的音訊影格數,如" +"從陣列中的索引 [param offset] 開始,從 [param buffer] 算繪 [param num_frames] " +"個音訊影格(每影格 [method _get_channels] 個浮點數)。返回算繪的音訊影格數,如" "果出錯則返回 -1。" msgid "A control used for video playback." @@ -128863,12 +128819,12 @@ msgid "" "not be visible unless the associated texture is used to draw." msgstr "" "Viewport(視口)會在螢幕中建立不同的視圖,或是在其他視口中建立子視圖。視口上會" -"顯示 2D 子節點,也會渲染 Camera3D 3D 子節點。\n" +"顯示 2D 子節點,也會算繪 Camera3D 3D 子節點。\n" "視口也可以擁有自己的 2D 或 3D 世界,這樣就不會與其他視口共用繪製的內容。\n" "視口也可以選擇作為音訊監聽器,這樣就可以根據 2D 或 3D 相機子節點生成位置音" "頻。\n" "另外,在裝置有多個螢幕的情況下,可以將視口分配給不同的螢幕。\n" -"最後,視口也可以充當渲染目標,在這種情況下,除非使用與其相關聯的紋理進行繪制," +"最後,視口也可以充當算繪目標,在這種情況下,除非使用與其相關聯的紋理進行繪制," "否則它們將不可見。" msgid "" @@ -128894,7 +128850,7 @@ msgid "Returns the currently active 3D camera." msgstr "返回目前活動的 3D 相機。" msgid "Returns an individual bit on the rendering layer mask." -msgstr "返回渲染層遮罩上的某個比特位。" +msgstr "返回算繪層遮罩上的某個比特位。" msgid "" "Returns a list of the visible embedded [Window]s inside the viewport.\n" @@ -128922,7 +128878,7 @@ msgid "" "Returns rendering statistics of the given type. See [enum RenderInfoType] and " "[enum RenderInfo] for options." msgstr "" -"返回給定型別的渲染統計。選項見 [enum RenderInfoType] 和 [enum RenderInfo]。" +"返回給定型別的算繪統計。選項見 [enum RenderInfoType] 和 [enum RenderInfo]。" msgid "" "Returns the transform from the Viewport's coordinates to the screen " @@ -129156,7 +129112,7 @@ msgstr "如果為 [code]true[/code],該視口將處理 3D 音訊流。" msgid "" "The rendering layers in which this [Viewport] renders [CanvasItem] nodes." -msgstr "渲染層,該 [Viewport] 會渲染位於這些層中的 [CanvasItem] 節點。" +msgstr "算繪層,該 [Viewport] 會算繪位於這些層中的 [CanvasItem] 節點。" msgid "" "Sets the default filter mode used by [CanvasItem]s in this Viewport. See " @@ -129181,10 +129137,10 @@ msgstr "" "域畫布變換。" msgid "The overlay mode for test rendered geometry in debug purposes." -msgstr "在除錯時,用於測試渲染的幾何圖形的疊加模式。" +msgstr "在除錯時,用於測試算繪的幾何圖形的疊加模式。" msgid "Disable 3D rendering (but keep 2D rendering)." -msgstr "禁用 3D 渲染(但保留 2D 渲染)。" +msgstr "禁用 3D 算繪(但保留 2D 算繪)。" msgid "" "Determines how sharp the upscaled image will be when using the FSR upscaling " @@ -129246,7 +129202,7 @@ msgid "" "[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] " "visibility ranges (also known as \"manual\" LOD or hierarchical LOD)." msgstr "" -"用於在 [Viewport] 中渲染的網格的自動 LOD 偏置(類似於 [member ReflectionProbe." +"用於在 [Viewport] 中算繪的網格的自動 LOD 偏置(類似於 [member ReflectionProbe." "mesh_lod_threshold])。較高的值將使用生成了 LOD 變化的網格的較不詳細版本。如果" "被設定為 [code]0.0[/code],則自動 LOD 將被禁用。增加 [member " "mesh_lod_threshold],以犧牲幾何細節為代價提高性能。\n" @@ -129261,7 +129217,7 @@ msgid "" "value of 2 or 4 is best unless targeting very high-end systems. This has no " "effect on shader-induced aliasing or texture aliasing." msgstr "" -"2D/畫布渲染的多重取樣抗鋸齒模式。數字越高,得到的邊緣越平滑,代價是性能也會顯" +"2D/畫布算繪的多重取樣抗鋸齒模式。數字越高,得到的邊緣越平滑,代價是性能也會顯" "著降低。設為 2 或 4 為佳,除非目標是非常高端的系統。對由著色器或紋理導致的鋸齒" "無效。" @@ -129273,7 +129229,7 @@ msgid "" "quality but is much more expensive. This has no effect on shader-induced " "aliasing or texture aliasing." msgstr "" -"3D 渲染的多重取樣抗鋸齒模式。數位越高,得到的邊緣越平滑,代價是性能也會顯著降" +"3D 算繪的多重取樣抗鋸齒模式。數位越高,得到的邊緣越平滑,代價是性能也會顯著降" "低。設為 2 或 4 為佳,除非目標是非常高端的系統。另請參閱 3D 的雙線性縮放 " "[member scaling_3d_mode] 實作超取樣,能夠提供更高的品質,但消耗也更高。對由著" "色器或紋理導致的鋸齒無效。" @@ -129292,7 +129248,7 @@ msgid "" "and they are selected in a non-deterministic order, which can be different in " "each picking process." msgstr "" -"如果[code]true[/code],則視埠渲染的物件將成為滑鼠擷取過程的主題。\n" +"如果[code]true[/code],則視埠算繪的物件將成為滑鼠擷取過程的主題。\n" "[b]注意:[/b]同時可拾取物件的數量限制為 64 個,並且它們以不確定的順序選擇,在" "每個拾取過程中可能不同。" @@ -129348,7 +129304,7 @@ msgid "" "To control this property on the root viewport, set the [member " "ProjectSettings.rendering/scaling_3d/mode] project setting." msgstr "" -"設定縮放 3D 模式。雙線性縮放會以不同的解析度進行渲染,對視口進行欠取樣或超采" +"設定縮放 3D 模式。雙線性縮放會以不同的解析度進行算繪,對視口進行欠取樣或超采" "樣。FidelityFX Super Resolution 1.0,縮寫為 FSR,是一種放大技術,通過使用一種" "空間感知放大演算法,以快速畫面播放速率生成高品質圖像。FSR 比雙線性的性能消耗略" "高一些,但產生的圖像品質卻高得多。應盡可能使用 FSR。\n" @@ -129372,10 +129328,10 @@ msgid "" "To control this property on the root viewport, set the [member " "ProjectSettings.rendering/scaling_3d/scale] project setting." msgstr "" -"根據視口大小縮放 3D 渲染緩衝區,使用 [member ProjectSettings.rendering/" +"根據視口大小縮放 3D 算繪緩衝區,使用 [member ProjectSettings.rendering/" "scaling_3d/mode] 中指定的圖像篩檢程式將輸出圖像縮放到完整的視口大小。比 " -"[code]1.0[/code] 小的值可以犧牲品質加速 3D 渲染(欠取樣)。比 [code]1.0[/" -"code] 大的值僅在雙線性模式下可用,可以提升 3D 渲染品質,但性能消耗較高(超采" +"[code]1.0[/code] 小的值可以犧牲品質加速 3D 算繪(欠取樣)。比 [code]1.0[/" +"code] 大的值僅在雙線性模式下可用,可以提升 3D 算繪品質,但性能消耗較高(超采" "樣)。另見多重取樣抗鋸齒 [member ProjectSettings.rendering/anti_aliasing/" "quality/msaa_3d],性能消耗明顯更低,但只會對多邊形的邊緣進行平滑。\n" "使用 FSR 放大時,AMD 推薦將以下值作為預設選項暴露給使用者“極致品質:0.77”“質" @@ -129391,7 +129347,7 @@ msgid "" "aliasing, but tend to make scenes appear blurry." msgstr "" "設定使用的螢幕空間抗鋸齒方法。螢幕空間抗鋸齒的原理是在後期處理著色器中選擇性地" -"模糊邊緣。它與 MSAA 不同,後者在渲染物件時採用多個覆蓋樣本。螢幕空間抗鋸齒方法" +"模糊邊緣。它與 MSAA 不同,後者在算繪物件時採用多個覆蓋樣本。螢幕空間抗鋸齒方法" "通常比 MSAA 更快,並且會平滑高光鋸齒,但往往會使場景顯得模糊。" msgid "" @@ -129428,7 +129384,7 @@ msgstr "" msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." -msgstr "如果為 [code]true[/code],該視口應使其背景渲染為透明。" +msgstr "如果為 [code]true[/code],該視口應使其背景算繪為透明。" msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " @@ -129442,7 +129398,7 @@ msgid "" msgstr "" "如果為 [code]true[/code],則使用一個快速的後期處理濾鏡,使 3D 的帶狀現象明顯減" "少。除非 [member Environment.background_mode] 為 [constant Environment." -"BG_CANVAS],否則 2D 渲染[i]不會[/i]受到去條帶的影響。另見 [member " +"BG_CANVAS],否則 2D 算繪[i]不會[/i]受到去條帶的影響。另見 [member " "ProjectSettings.rendering/anti_aliasing/quality/use_debanding]。\n" "在某些情況下,去條帶可能會引入稍微明顯的抖動圖案。建議僅在實際需要時才啟用去條" "帶,因為抖動圖案會使無失真壓縮的螢幕截圖變大。" @@ -129464,16 +129420,16 @@ msgid "" "renderer as the GL Compatibility renderer always renders in low dynamic range " "for performance reasons." msgstr "" -"如果[code]true[/code],2D 渲染將使用與3D 影格緩衝區的位元深度相符的高動態範圍" -"(HDR) 格式影格緩衝區。使用Forward+ 渲染器時,這將是[code]RGBA16[/code] 影格緩" -"衝區,而使用移動渲染器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外,2D 渲" -"染將在線性顏色空間中進行,並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果" +"如果[code]true[/code],2D 算繪將使用與3D 影格緩衝區的位元深度相符的高動態範圍" +"(HDR) 格式影格緩衝區。使用Forward+ 算繪器時,這將是[code]RGBA16[/code] 影格緩" +"衝區,而使用移動算繪器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外,2D 算" +"繪將在線性顏色空間中進行,並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果" "Viewport 附加到螢幕)。實際上,這表示Viewport 的最終結果不會被限制在" -"[code]0-1[/code] 範圍內,並且可以使用3D 渲染無需色彩空間調整。這使得 2D 渲染能" +"[code]0-1[/code] 範圍內,並且可以使用3D 算繪無需色彩空間調整。這使得 2D 算繪能" "夠利用需要高動態範圍的效果(例如 2D 發光),並顯著改善需要高度詳細漸變的效果的" "外觀。\n" -"[b]注意:[/b] 使用GL 相容性渲染器時,此設定無效,因為出於效能原因,GL 相容性渲" -"染器始終在低動態範圍內渲染。" +"[b]注意:[/b] 使用GL 相容性算繪器時,此設定無效,因為出於效能原因,GL 相容性算" +"繪器始終在低動態範圍內算繪。" msgid "" "If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion " @@ -129508,8 +129464,8 @@ msgid "" "[b]Note:[/b] The implementation is not complete yet, some visual instances " "such as particles and skinned meshes may show artifacts." msgstr "" -"為該視口啟用時間抗鋸齒。TAA 通過抖動相機並累積最後渲染影格的圖像來工作,運動向" -"量渲染被用於解釋相機和物件的運動。\n" +"為該視口啟用時間抗鋸齒。TAA 通過抖動相機並累積最後算繪影格的圖像來工作,運動向" +"量算繪被用於解釋相機和物件的運動。\n" "[b]注意:[/b]實作尚未完成,一些可視實例,如粒子和蒙皮網格可能會出現偽影。" msgid "" @@ -129517,8 +129473,8 @@ msgid "" "render XR output. When applicable this can result in a stereoscopic image and " "the resulting render being output to a headset." msgstr "" -"如果為 [code]true[/code],則視口將使用主 XR 介面來渲染 XR 輸出。如果適用,這可" -"以得到立體圖像,渲染結果會輸出到頭戴裝置。" +"如果為 [code]true[/code],則視口將使用主 XR 介面來算繪 XR 輸出。如果適用,這可" +"以得到立體圖像,算繪結果會輸出到頭戴裝置。" msgid "" "The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if " @@ -129893,8 +129849,8 @@ msgid "" "light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude " "them from global illumination." msgstr "" -"繪製該 [VisualInstance3D] 的渲染層。\n" -"[Camera3D] 的剔除遮罩包含該 [VisualInstance3D] 所設定的任何渲染層時,該物件才" +"繪製該 [VisualInstance3D] 的算繪層。\n" +"[Camera3D] 的剔除遮罩包含該 [VisualInstance3D] 所設定的任何算繪層時,該物件才" "在該相機中可見。\n" "對於 [Light3D],可以用於控制指定的燈光能夠影響哪些 [VisualInstance3D]。對於 " "[GPUParticles3D],可以用於控制哪些粒子受到吸引器的影響。對於 [Decal],可以用於" @@ -129902,7 +129858,7 @@ msgstr "" "要在腳本中更加方便地調整 [member layers],請使用 [method " "get_layer_mask_value] 和 [method set_layer_mask_value]。\n" "[b]注意:[/b][VoxelGI]、SDFGI、[LightmapGI] 在確定全域光照影響時始終會考慮所有" -"渲染層。如果不希望這樣,請將網格的 [member GeometryInstance3D.gi_mode] 設定為 " +"算繪層。如果不希望這樣,請將網格的 [member GeometryInstance3D.gi_mode] 設定為 " "[constant GeometryInstance3D.GI_MODE_DISABLED],將燈光的 [member Light3D." "light_bake_mode] 設定為 [constant Light3D.BAKE_DISABLED],這樣就能從全域光照中" "剔除。" @@ -130988,8 +130944,8 @@ msgid "" "Precision] for options. When using the GL Compatibility renderer, this " "setting has no effect." msgstr "" -"設定用於導數函式的精度級別。關選項,請參閱 [enum Precision]。使用 GL 相容性渲" -"染器時,此設定不起作用。" +"設定用於導數函式的精度級別。關選項,請參閱 [enum Precision]。使用 GL 相容性算" +"繪器時,此設定不起作用。" msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]." msgstr "[code]x[/code] 和 [code]y[/code] 的絕對導數之和。" @@ -132273,7 +132229,7 @@ msgid "" "gl_compatibility renderers)." msgstr "" "使用在深度預處理過程中捕獲的深度紋理。只有在使用深度預處理時才可用(即在空間著" -"色器和 forward_plus 或 gl_compatibility 渲染器中)。" +"色器和 forward_plus 或 gl_compatibility 算繪器中)。" msgid "Use the texture provided in the input port for this function." msgstr "將輸入埠中提供的紋理用於此函式。" @@ -132284,7 +132240,7 @@ msgid "" "forward_plus renderer)." msgstr "" "使用在深度預處理過程中捕獲的法線緩衝區。只有在法線粗糙度緩衝區可用時才可用(即" -"在空間著色器和 forward_plus 渲染器中)。" +"在空間著色器和 forward_plus 算繪器中)。" msgid "" "Use the roughness buffer captured during the depth prepass. Only available " @@ -132292,7 +132248,7 @@ msgid "" "the forward_plus renderer)." msgstr "" "使用在深度預處理過程中捕獲的粗糙度緩衝區。僅當法線粗糙度緩衝區可用時才可用(即" -"在空間著色器和 forward_plus 渲染器中)。" +"在空間著色器和 forward_plus 算繪器中)。" msgid "A 2D texture uniform array to be used within the visual shader graph." msgstr "視覺化著色器圖中使用的 2D 紋理 uniform 陣列。" @@ -133048,7 +133004,7 @@ msgstr "" "果和靜態幾何體的效果,以即時模擬複雜光線的行為。[VoxelGI] 需要經過烘焙才能產生" "可見的效果。然而,一旦烘焙,動態物件將接收來自它們的光。此外,燈光可以是完全動" "態的,也可以是烘焙的。\n" -"[b]注意:[/b][VoxelGI] 只支援 Forward+ 渲染方式,不支援 Mobile 或 " +"[b]注意:[/b][VoxelGI] 只支援 Forward+ 算繪方式,不支援 Mobile 或 " "Compatibility。\n" "[b]程式生成:[/b][VoxelGI] 可以在匯出的專案中烘焙,這使得它適用於程式生成或用" "戶建構的關卡,只要所有幾何體都預先生成即可。對於在遊戲過程中隨時生成幾何圖形的" @@ -134472,7 +134428,7 @@ msgstr "" "\n" "func _webxr_session_started():\n" " $Button.visible = false\n" -" # 這告訴 Godot 開始渲染到頭戴裝置。\n" +" # 這告訴 Godot 開始算繪到頭戴裝置。\n" " get_viewport().use_xr = true\n" " # 這將是你最終獲得的參考空間型別,與你在上面請求的型別不同。\n" " # 如果你希望遊戲在 “bounded-floor” 和 “local-floor”\n" @@ -134483,7 +134439,7 @@ msgstr "" "func _webxr_session_ended():\n" " $Button.visible = true\n" " # 如果使用者退出沉浸式模式,那麼我們會告訴 Godot\n" -" # 再次渲染到網頁。\n" +" # 再次算繪到網頁。\n" " get_viewport().use_xr = false\n" "\n" "func _webxr_session_failed(message):\n" @@ -134752,7 +134708,7 @@ msgid "" "instruct Godot to resume rendering to the screen." msgstr "" "使用者結束 WebXR 會話時發出(可以使用流覽器或裝置的 UI 結束會話)。\n" -"此時,你應該執行 [code]get_viewport().use_xr = false[/code],讓 Godot 繼續渲染" +"此時,你應該執行 [code]get_viewport().use_xr = false[/code],讓 Godot 繼續算繪" "至螢幕。" msgid "" @@ -134771,7 +134727,7 @@ msgid "" msgstr "" "由 [method XRInterface.initialize] 在該會話啟動成功時發出。\n" "此時,可以安全地執行 [code]get_viewport().use_xr = true[/code],讓 Godot 開始" -"渲染至 XR 裝置。" +"算繪至 XR 裝置。" msgid "" "Emitted by [method is_session_supported] to indicate if the given [param " @@ -135764,7 +135720,7 @@ msgid "" "expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better " "results." msgstr "" -"會將內容按照目標大小渲染。比 [constant CONTENT_SCALE_MODE_VIEWPORT] 更消耗性" +"會將內容按照目標大小算繪。比 [constant CONTENT_SCALE_MODE_VIEWPORT] 更消耗性" "能,但結果更佳。" msgid "" @@ -135772,7 +135728,7 @@ msgid "" "size. More performant than [constant CONTENT_SCALE_MODE_CANVAS_ITEMS], but " "results in pixelated image." msgstr "" -"會將內容按照原始大小渲染,然後再縮放到目標大小。比 [constant " +"會將內容按照原始大小算繪,然後再縮放到目標大小。比 [constant " "CONTENT_SCALE_MODE_CANVAS_ITEMS] 性能更高,但會導致圖像的圖元化。" msgid "" @@ -136544,12 +136500,12 @@ msgid "" "and the location of the XRCamera3D can lag a few milliseconds behind what is " "used for rendering as a result." msgstr "" -"這是用於我們相機的一種輔助空間節點;請注意,如果立體渲染適用(VR-HMD),則大多" +"這是用於我們相機的一種輔助空間節點;請注意,如果立體算繪適用(VR-HMD),則大多" "數相機屬性都會被忽略,因為 HMD 資訊會覆蓋它們。可以信任的屬性只有近平面和遠平" "面。\n" "如果此類追蹤可用,則該節點的位置和方向由 XR 伺服器自動更新,以表示 HMD 的位" -"置,因此可以被遊戲邏輯使用。請注意,與 XR 控制器相比,渲染執行緒可以存取 HMD " -"的最新追蹤資料,因此 XRCamera3D 的位置可能比用於渲染的位置滯後幾毫秒。" +"置,因此可以被遊戲邏輯使用。請注意,與 XR 控制器相比,算繪執行緒可以存取 HMD " +"的最新追蹤資料,因此 XRCamera3D 的位置可能比用於算繪的位置滯後幾毫秒。" msgid "A spatial node representing a spatially-tracked controller." msgstr "表示空間追蹤控制器的空間節點。" @@ -136674,7 +136630,7 @@ msgstr "返回視圖/眼睛的投影矩陣。" msgid "" "Returns the resolution at which we should render our intermediate results " "before things like lens distortion are applied by the VR platform." -msgstr "返回在VR平臺套用鏡頭失真等內容之前渲染的中間結果的解析度。" +msgstr "返回在VR平臺套用鏡頭失真等內容之前算繪的中間結果的解析度。" msgid "" "Returns the an array of supported environment blend modes, see [enum " @@ -136718,7 +136674,7 @@ msgstr "" msgid "" "Returns the number of views that need to be rendered for this device. 1 for " "Monoscopic, 2 for Stereoscopic." -msgstr "返回該裝置渲染所需的視圖數量。1 代表單目平面視圖,2 代表雙目立體視圖。" +msgstr "返回該裝置算繪所需的視圖數量。1 代表單目平面視圖,2 代表雙目立體視圖。" msgid "" "Call this to initialize this interface. The first interface that is " @@ -136738,17 +136694,17 @@ msgid "" "wish to do this if you want to track controllers from other platforms. " "However, at this point in time only one interface can render to an HMD." msgstr "" -"呼叫它來初始化這個介面。被初始化的第一個介面被識別為主介面,它將用於渲染輸" +"呼叫它來初始化這個介面。被初始化的第一個介面被識別為主介面,它將用於算繪輸" "出。\n" -"初始化想要使用的介面後,需要啟用視口的 AR/VR 模式,並且渲染應該開始。\n" +"初始化想要使用的介面後,需要啟用視口的 AR/VR 模式,並且算繪應該開始。\n" "[b]注意:[/b]對於任何使用 Godot 主輸出的裝置,例如移動 VR,必須在主視口上啟用 " "XR 模式。\n" "如果為處理自己輸出的平臺(例如 OpenVR)執行該操作,則 Godot 將只顯示一隻眼睛而" "不會在螢幕上失真。或者,可以將單獨的視口節點新增到場景並在該視口上啟用 AR/VR。" "它將被用於輸出到 HMD,讓你可以在主視窗中自由地做任何你喜歡的事情,例如使用單獨" -"的相機作為旁觀者相機或渲染完全不同的東西。\n" +"的相機作為旁觀者相機或算繪完全不同的東西。\n" "雖然目前未使用,但可以啟動其他介面。如果想追蹤來自其他平臺的控制器,可能會希望" -"這樣做。但是,此時只有一個介面可以渲染到 HMD。" +"這樣做。但是,此時只有一個介面可以算繪到 HMD。" msgid "Is [code]true[/code] if this interface has been initialized." msgstr "如果該介面已初始化,則為 [code]true[/code]。" @@ -136819,7 +136775,7 @@ msgid "" "otherwise passthrough may not properly render." msgstr "" "啟動穿透,如果無法啟動則會返回 [code]false[/code]。\n" -"[b]注意:[/b]XR 所使用的視口必須有透明背景,否則穿透可能無法正確渲染。" +"[b]注意:[/b]XR 所使用的視口必須有透明背景,否則穿透可能無法正確算繪。" msgid "Stops passthrough." msgstr "停止穿透。" @@ -136873,13 +136829,13 @@ msgid "No XR capabilities." msgstr "沒有 XR 功能。" msgid "This interface can work with normal rendering output (non-HMD based AR)." -msgstr "此介面可以與正常的渲染輸出一起工作(非基於 HMD 的 AR)。" +msgstr "此介面可以與正常的算繪輸出一起工作(非基於 HMD 的 AR)。" msgid "This interface supports stereoscopic rendering." -msgstr "該介面支援立體渲染。" +msgstr "該介面支援立體算繪。" msgid "This interface supports quad rendering (not yet supported by Godot)." -msgstr "該介面支援四邊形渲染(Godot 尚不支援)。" +msgstr "該介面支援四邊形算繪(Godot 尚不支援)。" msgid "This interface supports VR." msgstr "該介面支援 VR。" @@ -136991,10 +136947,10 @@ msgid "Returns the capabilities of this interface." msgstr "返回該介面的功能。" msgid "Return color texture into which to render (if applicable)." -msgstr "返回接受渲染結果的顏色紋理(如果適用)。" +msgstr "返回接受算繪結果的顏色紋理(如果適用)。" msgid "Return depth texture into which to render (if applicable)." -msgstr "返回接受渲染結果的深度紋理(如果適用)。" +msgstr "返回接受算繪結果的深度紋理(如果適用)。" msgid "Returns the name of this interface." msgstr "返回該介面的名稱。" @@ -137015,7 +136971,7 @@ msgid "" "Returns the size of our render target for this interface, this overrides the " "size of the [Viewport] marked as the xr viewport." msgstr "" -"返回我們在這個介面上的渲染目標大小,覆蓋標記為 XR 視口的 [Viewport] 的大小。" +"返回我們在這個介面上的算繪目標大小,覆蓋標記為 XR 視口的 [Viewport] 的大小。" msgid "" "Returns a [PackedStringArray] with pose names configured by this interface. " @@ -137044,7 +137000,7 @@ msgid "Returns a [Transform3D] for a given view." msgstr "返回給定視圖的 [Transform3D]。" msgid "Return velocity texture into which to render (if applicable)." -msgstr "返回作為渲染目標的速度紋理(如果適用)。" +msgstr "返回作為算繪目標的速度紋理(如果適用)。" msgid "" "Returns the number of views this interface requires, 1 for mono, 2 for " @@ -137068,15 +137024,15 @@ msgid "" "rendering." msgstr "" "如果這是我們的主要 [XRInterfaceExtension],則在我們開始為每個活動的 XR " -"[Viewport] 處理 [Viewport] 之前呼叫,如果該視口應該被渲染,則返回 [code]true[/" +"[Viewport] 處理 [Viewport] 之前呼叫,如果該視口應該被算繪,則返回 [code]true[/" "code]。如果使用者摘下頭戴式裝置,XR 介面可能會返回 [code]false[/code],我們可" -"以暫停渲染。" +"以暫停算繪。" msgid "" "Called if this [XRInterfaceExtension] is active before rendering starts. Most " "XR interfaces will sync tracking at this point in time." msgstr "" -"如果這個 [XRInterfaceExtension] 在渲染開始前處於啟動狀態,則會呼叫這個函式,大" +"如果這個 [XRInterfaceExtension] 在算繪開始前處於啟動狀態,則會呼叫這個函式,大" "多數 XR 介面都會在此時進行追蹤同步。" msgid "" @@ -137107,14 +137063,14 @@ msgid "" "Blits our render results to screen optionally applying lens distortion. This " "can only be called while processing [code]_commit_views[/code]." msgstr "" -"將我們的渲染結果傳輸到螢幕上,還可以在此過程中套用鏡頭失真。只能在處理 " +"將我們的算繪結果傳輸到螢幕上,還可以在此過程中套用鏡頭失真。只能在處理 " "[code]_commit_views[/code] 時呼叫。" msgid "" "Returns a valid [RID] for a texture to which we should render the current " "frame if supported by the interface." msgstr "" -"如果介面支援,則返回一個紋理的有效 [RID],我們應更將目前影格渲染至該紋理。" +"如果介面支援,則返回一個紋理的有效 [RID],我們應更將目前影格算繪至該紋理。" msgid "" "A spatial node that has its position automatically updated by the [XRServer]." @@ -137526,7 +137482,7 @@ msgid "" "[b]Note:[/b] This property is managed by the current [XROrigin3D] node. It is " "exposed for access from GDExtensions." msgstr "" -"我們的追蹤空間在虛擬世界中的原點。渲染器會用到這個資訊,根據新的追蹤資料來正確" +"我們的追蹤空間在虛擬世界中的原點。算繪器會用到這個資訊,根據新的追蹤資料來正確" "放置相機。\n" "[b]注意:[/b]這個屬性由目前的 [XROrigin3D] 節點管理。暴露的目的是方便在 " "GDExtension 使用。" diff --git a/editor/translations/editor/ar.po b/editor/translations/editor/ar.po index 1147ae4f1aa..dcb9259f703 100644 --- a/editor/translations/editor/ar.po +++ b/editor/translations/editor/ar.po @@ -77,7 +77,7 @@ # Mohammedi Mohammed Djawad , 2023. # Hamed Mohammed Almuslhi , 2023. # KhalilBenGaied , 2023. -# بسام العوفي , 2023. +# بسام العوفي , 2023, 2024. # Abdulkarim , 2023. # Rémi Verschelde , 2023. # Omran Alsaedi , 2023. @@ -94,8 +94,8 @@ 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: 2024-01-21 20:50+0000\n" -"Last-Translator: Varga \n" +"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"Last-Translator: بسام العوفي \n" "Language-Team: Arabic \n" "Language: ar\n" @@ -104,10 +104,10 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 && " "n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" -msgstr "ثريد رئيسي" +msgstr "النظيمة الرئيسة" msgid "Unset" msgstr "غير محدد" @@ -1577,7 +1577,7 @@ msgid "Decompressing remote file system" msgstr "توسيع(ضغط) نظام الملفات البعيد" msgid "Scanning for local changes" -msgstr "الفحص عن التغييرات القريبة" +msgstr "البحث عن التغييرات القريبة" msgid "Sending list of changed files:" msgstr "إرسال قائمة بالملفات المتغيرة:" @@ -1910,7 +1910,7 @@ msgid "Errors loading!" msgstr "اخطاء في التحميل!" msgid "Permanently delete %d item(s)? (No undo!)" -msgstr "هل تريد حذف %d عنصر (عناصر) نهائيًا؟ (لا يمكن التراجع!)" +msgstr "هل تريد حذف العناصر %d نهائيًا؟ (لا يمكن التراجع!)" msgid "Show Dependencies" msgstr "إظهار التبعيات" @@ -2220,7 +2220,7 @@ msgid "Load an existing Bus Layout." msgstr "حمّلْ تخطيط صوت سابق." msgid "Save As" -msgstr "حفظ بأسم" +msgstr "حفظ باسم" msgid "Save this Bus Layout to a file." msgstr "احفظْ تخطيط هذا المقطع إلى ملف." @@ -2652,7 +2652,7 @@ msgid "Save & Restart" msgstr "حفظ و إعادة تشغيل" msgid "ScanSources" -msgstr "فحص المصادر" +msgstr "البحث في المصادر" msgid "" "There are multiple importers for different types pointing to file %s, import " @@ -2878,7 +2878,7 @@ msgid "Signal:" msgstr "إشارة:" msgid "Theme Item:" -msgstr "إضافة عنصر مظهر واجهة المستخدم:" +msgstr "عنصر النمط:" msgid "No description available." msgstr "لا يوجد وصف متاح." @@ -2941,7 +2941,7 @@ msgid "Method" msgstr "دالة" msgid "Signal" -msgstr "الإشاراة" +msgstr "الإشارة" msgid "Annotation" msgstr "التوضيح" @@ -2980,13 +2980,13 @@ msgstr[4] "(%d تغييرات)" msgstr[5] "(%d تغييرات)" msgid "Add element to property array with prefix %s." -msgstr "أضف عنصراً غلى مصفوفة الخصائص مع البادئة %s." +msgstr "أضف عنصراً إلى المصفوفة المخصوصة مع البادئة %s." msgid "Remove element %d from property array with prefix %s." -msgstr "أزل العنصر %d من مصفوفة الخاصيات ذو البادئة %s." +msgstr "أزل العنصر %d من المصفوفة المخصوصة مع البادئة %s." msgid "Move element %d to position %d in property array with prefix %s." -msgstr "أنقل العنصر %d إلى الترتيب %d في مصفوفة الخاصيات، ذو البادئة %s." +msgstr "انقل العنصر %d إلى الموضع %d في المصفوفة المخصوصة مع البادئة %s." msgid "Clear Property Array with Prefix %s" msgstr "إزاله خاصية المصفوفة ذات البادئة %s" @@ -3295,7 +3295,7 @@ msgid "Layout name not found!" msgstr "اسم النسق غير موجود!" msgid "Restored the Default layout to its base settings." -msgstr "تم إسترجاع النسق الإفتراضي (Default layout) لاعدادتهِ الأساسية." +msgstr "قد أُعيد التخطيط الافتراضي لإعدادتهِ الأساسية." msgid "This object is marked as read-only, so it's not editable." msgstr "تم وصف هذا الكائن على أنه للقراءة فقط، لذا لا يمكن تعديله." @@ -3602,7 +3602,7 @@ msgstr "" "ينقصه الأذونات." msgid "Forward+" -msgstr "تقدم+" +msgstr "المتقدم" msgid "Mobile" msgstr "المتنقل (كالجوال والأجهزة اللوحية والحواسب المحمولة الضعيفة)" @@ -3893,7 +3893,7 @@ msgid "Create Version Control Metadata..." msgstr "إعداد إدارة الإصدارات لالبيانات الوصفية (Version Control)..." msgid "Version Control Settings..." -msgstr "نظام التحكم بالإصدار VCS..." +msgstr "إعدادات التحكم في الإصدارات..." msgid "New Inherited" msgstr "موروث جديد" @@ -5022,7 +5022,7 @@ msgid "" "Scanning Files,\n" "Please Wait..." msgstr "" -"يفحص الملفات،\n" +"البحث في الملفات،\n" "من فضلك انتظر..." msgid "Overwrite" @@ -5683,7 +5683,7 @@ msgstr "" "خريطة-الرسمة-بدقات-متعددة (mipmap) وضغط نقش إلى %s." msgid "2D/3D (Auto-Detect)" -msgstr "ثنائي الابعاد/ثلاثي الابعاد (تحقيق تلقائي)" +msgstr "ثنائي /ثلاثي الأبعاد (تحقق تلقائي)" msgid "2D" msgstr "الثنائي" @@ -6338,7 +6338,7 @@ msgid "Nodes Disconnected" msgstr "العُقد غير متصلة" msgid "Set Animation" -msgstr "تحديد الرسومية المتحركة" +msgstr "عينْ التحريك" msgid "Delete Node" msgstr "حذف العُقدة" @@ -6634,7 +6634,7 @@ msgid "Display list of animations in player." msgstr "إظهار قائمة الحركات في المُشغل." msgid "Autoplay on Load" -msgstr "تشغيل تلقائي حينما يتم التحميل" +msgstr "تشغيل تلقائي عند التحميل" msgid "Enable Onion Skinning" msgstr "تفعيل تقشير البصل" @@ -6924,7 +6924,7 @@ msgid "Search Templates, Projects, and Demos" msgstr "البحث في القوالب والمشاريع والأمثلة" msgid "Search Assets (Excluding Templates, Projects, and Demos)" -msgstr "البحث في الملحقات (عدا القوالب، والمشاريع، والأمثلة)" +msgstr "البحث في الأصول (عدا القوالب، والمشاريع، والأمثلة)" msgid "Import..." msgstr "استيراد..." @@ -6986,7 +6986,8 @@ msgstr "خطوة التحجيم:" msgid "" "Children of a container get their position and size determined only by their " "parent." -msgstr "أطفال الحاوية يتم تحديد موقعهم وحجمهم فقط من قبل والديهم." +msgstr "" +"فروع الحاوية لا يمكن تحديد مواقعها وأحجامها إلا من العقدة التي هي أًصل لها فقط." msgid "Move Node(s) to Position" msgstr "نقل العُقد إلى الموضع" @@ -7040,7 +7041,7 @@ msgid "Move %d CanvasItems" msgstr "تحريك %d من عناصر-اللوحات" msgid "Move CanvasItem \"%s\" to (%d, %d)" -msgstr "تحريك عنصر-اللوحة \"%s\" الى (%d, %d)" +msgstr "نقل عنصر-اللوحة \"%s\" الى (%d, %d)" msgid "Locked" msgstr "مُقفل" @@ -7391,7 +7392,7 @@ msgid "Drag and drop to add as child of current scene's root node." msgstr "اسحبْ وألقِ؛ لإضافته فرعا للعقدة الجذرية للمشهد الحالي." msgid "Hold %s when dropping to add as child of selected node." -msgstr "اضغط باستمرار على %s عند الإسقاط للإضافة كفرع للعقدة المحددة." +msgstr "علّق على %s عند الإسقاط؛ لإضافته \"فرعا\" للعقدة المحددة." msgid "Hold Shift when dropping to add as sibling of selected node." msgstr "اضغط مع الاستمرار على Shift عند الإسقاط للإضافة كأخ للعقدة المحددة." @@ -7720,7 +7721,7 @@ msgstr "" "في المشروع المشغل." msgid "Debug CanvasItem Redraws" -msgstr "تصحيح أخطاء إعادة رسم عنصر اللوحة القماشية" +msgstr "تنقيح مرتسمات عنصر-اللوحة" msgid "" "When this option is enabled, redraw requests of 2D objects will become " @@ -8414,10 +8415,10 @@ msgid "Top Perspective" msgstr "نظر من فوق" msgid "Bottom Orthogonal" -msgstr "نظر من الاسفل (متعامد)" +msgstr "نظر من الأسفل (متعامد)" msgid "Bottom Perspective" -msgstr "نظر من الاسفل" +msgstr "نظر من الأسفل" msgid "Left Orthogonal" msgstr "نظر من الشمال (متعامد/ليس له بعد ثالث)" @@ -8444,7 +8445,7 @@ msgid "Rear Perspective" msgstr "نظر من الخلف" msgid " [auto]" -msgstr " [auto]" +msgstr " [تلقائي]" msgid "X-Axis Transform." msgstr "التحوّل المحوري X." @@ -8495,28 +8496,28 @@ msgid "FPS: %d" msgstr "ط ث : %d" msgid "Top View." -msgstr "الواجهة العلوية." +msgstr "المنظر العُلوي." msgid "Bottom View." -msgstr "الواجهة السفلية." +msgstr "المنظر السُّفلي." msgid "Left View." -msgstr "الواجهة اليُسرى." +msgstr "المنظر الأيسر." msgid "Right View." -msgstr "الواجهة اليُمنى." +msgstr "المنظر الأيمن." msgid "Front View." -msgstr "الواجهة الأمامية." +msgstr "المنظر الأمامي." msgid "Rear View." -msgstr "الواجهة الخلفية." +msgstr "المنظر الخلفي." msgid "Align Transform with View" -msgstr "محاذاة التحوّل مع الواجهة" +msgstr "محاذاة التحوّل مع المنظر" msgid "Align Rotation with View" -msgstr "محاذاة التدوير مع الواجهة" +msgstr "محاذاة التدوير مع المنظر" msgid "Set Surface %d Override Material" msgstr "قم بتعيين مادة تجاوز السطح %d" @@ -8641,7 +8642,7 @@ msgid "Internal Buffer" msgstr "المخزن المؤقت الداخلي" msgid "Display Advanced..." -msgstr "عرض إعدادات متقدمه..." +msgstr "عرض الإعدادات المتقدمة..." msgid "View Environment" msgstr "عرض البيئة" @@ -9547,7 +9548,7 @@ msgid "JSON" msgstr "JSON" msgid "Connections to method:" -msgstr "الاتصالات لدالة:" +msgstr "الاتصالات بالدالة:" msgid "Source" msgstr "مصدر" @@ -9750,7 +9751,7 @@ msgid "ShaderFile" msgstr "ملف المُظَلِّل" msgid "This skeleton has no bones, create some children Bone2D nodes." -msgstr "لا يملك هذا الهكيل أيّة عظام، أنشئ بعض عُقد العظام ثنائية البُعد كأبناء." +msgstr "لا يملك هذا الهكيل أيّة عظام، أنشئ عُقد عظم-ثنائي فرعية." msgid "Set Rest Pose to Bones" msgstr "تحديد وضعية الراحة على العظام" @@ -9891,7 +9892,7 @@ msgid "Create LightOccluder2D Sibling" msgstr "أنشاء ضوء محجوب ثنائي الأبعاد" msgid "Sprite2D" -msgstr "رسومية ثنائي الأبعاد" +msgstr "أرسومة-ثنائية" msgid "Simplification:" msgstr "التبسيط:" @@ -10357,13 +10358,13 @@ msgstr "" "ضف المزيد من العناصر يدوياً أو عن طريق استيرادها من ثيم آخر." msgid "Remove Theme Item" -msgstr "إزالة غرض العنصر" +msgstr "إزالة عنصر النمط" msgid "Add Theme Type" msgstr "إضافة نوع للسمة" msgid "Create Theme Item" -msgstr "إنشاء عنصر الموضوع" +msgstr "إنشاء عنصر النمط" msgid "Remove Theme Type" msgstr "إزالة نوع الموضوع" @@ -10393,7 +10394,7 @@ msgid "Add Font Size Item" msgstr "إضافة عنصر حجم الخط" msgid "Add Icon Item" -msgstr "إضافة عنصر العلامة/الايقونة" +msgstr "إضافة عنصر العلامة/الأيقونة" msgid "Add Stylebox Item" msgstr "إضافة عنصر مربع المظهر" @@ -10417,7 +10418,7 @@ msgid "Rename Stylebox Item" msgstr "اعادة تسمية عنصر مربع المظهر" msgid "Rename Theme Item" -msgstr "إعادة تسمية عنصر السمه" +msgstr "إعادة تسمية عنصر النمط" msgid "Invalid file, not a Theme resource." msgstr "الملف خطأ، ليس ملف مورد المظهر الكلي." @@ -10456,7 +10457,7 @@ msgid "Remove All Items" msgstr "إزالة جميع العناصر" msgid "Add Theme Item" -msgstr "إضافة عنصر مظهر واجهة المستخدم" +msgstr "إضافة عنصر النمط" msgid "Old Name:" msgstr "الاسم القديم:" @@ -10520,22 +10521,22 @@ msgid "Override All Default Theme Items" msgstr "تجاوز كافة عناصر السمة الافتراضية" msgid "Override Theme Item" -msgstr "تجاوز عنصر السمه" +msgstr "تجاوز عنصر النمط" msgid "Set Color Item in Theme" -msgstr "تعيين عنصر اللون في السمه" +msgstr "تعيين عنصر اللون في النمط" msgid "Set Constant Item in Theme" -msgstr "تعيين عنصر ثابت في السمه" +msgstr "تعيين عنصر ثابت في النمط" msgid "Set Font Size Item in Theme" -msgstr "ضبط عنصر حجم الخط في السمة" +msgstr "ضبط عنصر حجم الخط في النمط" msgid "Set Font Item in Theme" -msgstr "تعيين عنصر الخط في السمه" +msgstr "تعيين عنصر الخط في النمط" msgid "Set Icon Item in Theme" -msgstr "تعيين أيقونة عنصر في السمة" +msgstr "تعيين أيقونة عنصر في النمط" msgid "Set Stylebox Item in Theme" msgstr "تعيين عنصر مربع النمط في السمة" @@ -11328,7 +11329,7 @@ msgstr "خطأ" msgid "" "Remote settings are empty. VCS features that use the network may not work." -msgstr "الإعدادت عن بُعد فارغة. يمكن أنْ لا تعمل خصائص VCS التي تستخدم الشبكة." +msgstr "الإعدادت عن بُعد فارغة. خصائص VCS التي تستخدم الشبكة قد لا تعمل." msgid "Commit" msgstr "ارتكاب" @@ -13067,7 +13068,7 @@ msgid "Import Project" msgstr "استيراد مشروع" msgid "Scan" -msgstr "فحص" +msgstr "البحث" msgid "Scan Projects" msgstr "البحث في المشاريع" @@ -13113,7 +13114,7 @@ msgid "Restart Now" msgstr "إعادة التشغيل الآن" msgid "Select a Folder to Scan" -msgstr "اختر مُجلداً لفحصه" +msgstr "اختر مُجلداً للبحث فيه" msgid "Remove All" msgstr "مسح الكل" @@ -13206,7 +13207,7 @@ msgid "Project Settings (project.godot)" msgstr "إعدادات المشروع (project.godot)" msgid "Advanced Settings" -msgstr "إعدادات مُتقدمة" +msgstr "الإعدادات المُتقدمة" msgid "Select a Setting or Type its Name" msgstr "اختر إعدادا أو اكتبْ اسمه" @@ -13282,7 +13283,7 @@ msgid "Per-level Counter" msgstr "العداد وفق-المستوى" msgid "If set, the counter restarts for each group of child nodes." -msgstr "إذا تم تحديده فإن العداد سيعيد البدء لكل مجموعة من العُقد الأبناء." +msgstr "إذا حُدد، فإن العداد سوف يُعاد لكل مجموعة من فروع العقد." msgid "Initial value for the counter." msgstr "القيمة المبدئية للعداد." @@ -13459,7 +13460,7 @@ msgid "Make node as Root" msgstr "اجعل العقدة جذرا" msgid "Delete %d nodes and any children?" -msgstr "حذف العُقدة %d مع جميع فروعها؟" +msgstr "حذف العُقد %d مع جميع فروعها؟" msgid "Delete %d nodes?" msgstr "حذف العُقد %d؟" @@ -13509,9 +13510,9 @@ msgid "" "To save this branch into its own scene, open the original scene, right click " "on this branch, and select \"Save Branch as Scene\"." msgstr "" -"لا يمكن حفظ فرع تابع لمشهد تم إنشاء مثيل له بالفعل.\n" -"لحفظ هذا الفرع في المشهد الخاص به، افتح المشهد الأصلي، وانقر بزر الماوس " -"الأيمن على هذا الفرع، ثم حدد \"حفظ الفرع كمشهد\"." +"لا يمكن أن تحفظ فرعًا هو فرع في مشهد فرعي مستنسخ.\n" +"لحفظ هذا الفرع في مشهده، افتح المشهد الأصلي، وانقر بزر الفأرة الأيمن على هذا " +"الفرع، ثم اختر \"حفظ الفرع كمشهد\"." msgid "" "Can't save a branch which is part of an inherited scene.\n" @@ -13535,8 +13536,8 @@ msgid "" "Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause " "all properties of the node to be reverted to their default." msgstr "" -"سيؤدي تمكين \"التحميل كعنصر نائب\" إلى تعطيل \"العناصر الفرعية القابلة " -"للتحرير\" ويتسبب في إعادة كافة خصائص العقدة إلى وضعها الافتراضي." +"تمكين \"تحميله عنصرًا مناوبًا\" سوف يعطل \"فروع قابلة للتعديل\" ويُعيد كافة " +"خصائص العقدة إلى وضعها الافتراضي." msgid "Make Local" msgstr "اجعله محلياً" @@ -13628,7 +13629,7 @@ msgid "Editable Children" msgstr "فروع قابلة للتعديل" msgid "Load as Placeholder" -msgstr "تحميله كعنصر نائب" +msgstr "تحميله عنصرًا مناوِبًا" msgid "Auto Expand to Selected" msgstr "التوسيع التلقائي للمختارة" @@ -13682,7 +13683,7 @@ msgid "Add Child Node..." msgstr "إضافة عقدة فرعية..." msgid "Instantiate Child Scene..." -msgstr "إنشاء مشهد طفل..." +msgstr "إلحاق مشهد فرعي..." msgid "Expand/Collapse Branch" msgstr "توسيع / طي الفروع" @@ -13694,7 +13695,7 @@ msgid "Change Type..." msgstr "تغيير النوع..." msgid "Attach Script..." -msgstr "إرفاق البرنامج النصي..." +msgstr "إلحاق نص برمجي..." msgid "Extend Script..." msgstr "توسيع البرنامج النصي..." @@ -16266,8 +16267,8 @@ 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 "" -"يتم الاحتفاظ بالبيانات من العقدة الأصلية كعنصر نائب حتى يتوفر هذا النوع من " -"العقد مرة أخرى. ومن ثم يمكن إعادة حفظها بأمان دون التعرض لخطر فقدان البيانات." +"البيانات من العقدة الأصلية حُفظتْ \"عنصرا مناوبا\" حتى يتوفر هذا النوع من العقد " +"مرة أخرى. ولذلك يمكن إعادة حفظها بأمان دون التعرض لخطر فقدان البيانات." msgid "" "This node is marked as deprecated and will be removed in future versions.\n" @@ -16611,6 +16612,9 @@ msgstr "لا يمكن استخدام مُعدِّل الدقة على الأنو msgid "Duplicated render mode: '%s'." msgstr "مضاعفة العُقد: '%s'." +msgid "Invalid render mode: '%s'." +msgstr "وضع التكوين غير صالح: '%s'." + msgid "Unexpected token: '%s'." msgstr "رمز مميز غير متوقع: '%s'." diff --git a/editor/translations/editor/cs.po b/editor/translations/editor/cs.po index 378a3485c00..bd00c31a22e 100644 --- a/editor/translations/editor/cs.po +++ b/editor/translations/editor/cs.po @@ -46,7 +46,7 @@ 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: 2024-01-13 16:00+0000\n" +"PO-Revision-Date: 2024-02-12 23:42+0000\n" "Last-Translator: Vojtěch Šamla \n" "Language-Team: Czech \n" @@ -54,7 +54,7 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n" +"Plural-Forms: nplurals=3; plural=((n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2);\n" "X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" @@ -2662,12 +2662,30 @@ msgstr "Nelze vrátit zpět, když jsou stisknuta tlačítka myši." msgid "Nothing to undo." msgstr "Není co vracet." +msgid "Global Undo: %s" +msgstr "Globální zpět: %s" + +msgid "Remote Undo: %s" +msgstr "Vzdálené zpět: %s" + +msgid "Scene Undo: %s" +msgstr "Zpět ve scéně: %s" + msgid "Can't redo while mouse buttons are pressed." msgstr "Nelze opakovat, když jsou stisknuta tlačítka myši." msgid "Nothing to redo." msgstr "Není co opakovat." +msgid "Global Redo: %s" +msgstr "Globálně opakovat: %s" + +msgid "Remote Redo: %s" +msgstr "Vzdáleně opakovat: %s" + +msgid "Scene Redo: %s" +msgstr "Opakovat ve scéně: %s" + msgid "Can't reload a scene that was never saved." msgstr "Nelze načíst scénu, která nebyla nikdy uložena." @@ -3215,6 +3233,9 @@ msgstr "Napište svůj kód v _run() metodě." msgid "There is an edited scene already." msgstr "Nějaka scéna už je upravována." +msgid "Undo: %s" +msgstr "Zpět: %s" + msgid "Edit Built-in Action: %s" msgstr "Upravit vestavěnou funkci: %s" @@ -4267,6 +4288,9 @@ msgstr "Otevřít dokumentaci k tomuto objektu." msgid "Manage object properties." msgstr "Spravovat vlastnosti objektu." +msgid "This cannot be undone. Are you sure?" +msgstr "Toto nelze vrátit zpět. Přejete si pokračovat?" + msgid "Add %d Translations" msgstr "Přidat %d překladů" diff --git a/editor/translations/editor/de.po b/editor/translations/editor/de.po index bc044ef5e04..c7e9e648c3e 100644 --- a/editor/translations/editor/de.po +++ b/editor/translations/editor/de.po @@ -113,7 +113,7 @@ 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: 2024-01-31 07:15+0000\n" +"PO-Revision-Date: 2024-02-10 14:38+0000\n" "Last-Translator: Cerno_b \n" "Language-Team: German \n" @@ -3668,6 +3668,21 @@ msgstr "" "In Datei ‚%s‘ kann nicht geschrieben werden. Die Datei wird bereits " "verwendet, sie ist gesperrt, oder es ist keine Schreibberechtigung vorhanden." +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 "" +"Die Änderung des Renderers erfordert einen Neustart des Editors.\n" +"\n" +"Wählen Sie Speichern & Neustart, um die Rendering-Methode zu ändern:\n" +"- Desktop-Plattformen: %s\n" +"- Mobile Plattformen: %s\n" +"- Web-Plattform: gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3677,6 +3692,9 @@ msgstr "Mobile" msgid "Compatibility" msgstr "Kompatibilität" +msgid "(Overridden)" +msgstr "(Überladen)" + msgid "Pan View" msgstr "Sicht schwenken" @@ -3855,6 +3873,22 @@ msgstr "Über Godot" msgid "Support Godot Development" msgstr "Unterstützung der Godot-Entwicklung" +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 "" +"Wählen Sie eine Rendering-Methode.\n" +"\n" +"Hinweise:\n" +"- Auf mobilen Plattformen wird die Rendering-Methode Mobile verwendet, wenn " +"hier Forward+ ausgewählt ist.\n" +"- Auf der Webplattform wird immer die Rendering-Methode Kompatibilität " +"verwendet." + msgid "Update Continuously" msgstr "Fortlaufend aktualisieren" @@ -15042,6 +15076,15 @@ msgstr "" msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "„Min SDK“ sollte größer gleich %d sein für den „%s“-Renderer." +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 "" +"Der Projektname entspricht nicht den Anforderungen für das Paketnamenformat " +"und wird zu \"%s\" aktualisiert. Bitte geben Sie den Paketnamen bei Bedarf " +"explizit an." + msgid "Code Signing" msgstr "Code-Signieren" diff --git a/editor/translations/editor/es.po b/editor/translations/editor/es.po index de812bac695..28bfd6758c8 100644 --- a/editor/translations/editor/es.po +++ b/editor/translations/editor/es.po @@ -126,13 +126,14 @@ # Chimi , 2023. # gallegonovato , 2023, 2024. # Jacobo , 2024. +# aallmon22 , 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: 2024-01-17 23:13+0000\n" -"Last-Translator: Jacobo \n" +"PO-Revision-Date: 2024-02-13 01:07+0000\n" +"Last-Translator: aallmon22 \n" "Language-Team: Spanish \n" "Language: es\n" @@ -3672,6 +3673,22 @@ msgstr "" "No se puede escribir en el archivo '%s', archivo en uso, bloqueado o sin " "permisos." +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 "" +"Para cambiar el renderizador se requiere reiniciar el editor.\n" +"\n" +"Al seleccionar Guardar y Reiniciar podrá cambiar el método del renderizado " +"a:\n" +"- Plataformas de escritorio: %s\n" +"- Plataformas móviles: %s\n" +"- Plataforma de web: gl_compatibility" + msgid "Forward+" msgstr "Forward+" diff --git a/editor/translations/editor/es_AR.po b/editor/translations/editor/es_AR.po index 76164551a52..c01d5997252 100644 --- a/editor/translations/editor/es_AR.po +++ b/editor/translations/editor/es_AR.po @@ -30,13 +30,14 @@ # Kann , 2023. # Diego22rct , 2024. # Carlos Mena , 2024. +# Franco Ezequiel Ibañez , 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: 2024-01-26 09:47+0000\n" -"Last-Translator: Carlos Mena \n" +"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"Last-Translator: Franco Ezequiel Ibañez \n" "Language-Team: Spanish (Argentina) \n" "Language: es_AR\n" @@ -44,7 +45,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Hilo Principal" @@ -122,10 +123,10 @@ msgid "Joystick 4 Y-Axis" msgstr "Eje-Y del Joystick 4" msgid "Unknown Joypad Axis" -msgstr "Eje de Joypad Desconocido" +msgstr "Eje del Joypad desconocido" msgid "Joypad Motion on Axis %d (%s) with Value %.2f" -msgstr "Movimiento del Joypad en el eje %d (%s) con valor %.2f" +msgstr "Movimiento del Joypad en el eje %d (%s) con el valor de %.2f" msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" msgstr "Acción Abajo, Cruz en Sony, Xbox A, Nintendo B" @@ -175,9 +176,30 @@ msgstr "D-pad Derecha" msgid "Xbox Share, PS5 Microphone, Nintendo Capture" msgstr "Share en Xbox, Microphone en PS5, Capture en Nintendo" +msgid "Xbox Paddle 1" +msgstr "Palanca de Xbox 1" + +msgid "Xbox Paddle 2" +msgstr "Palanca de Xbox 2" + +msgid "Xbox Paddle 3" +msgstr "Palanca de Xbox 3" + +msgid "Xbox Paddle 4" +msgstr "Palanca de Xbox 4" + +msgid "PS4/5 Touchpad" +msgstr "Panel táctil PS4/5" + msgid "Joypad Button %d" msgstr "Bottón de Joypad %d" +msgid "Pressure:" +msgstr "Presión:" + +msgid "canceled" +msgstr "cancelado" + msgid "touched" msgstr "tocado" @@ -214,6 +236,18 @@ msgstr "Seleccionar" msgid "Cancel" msgstr "Cancelar" +msgid "Focus Next" +msgstr "Enfocar el siguiente" + +msgid "Focus Prev" +msgstr "Enfocar el anterior" + +msgid "Left" +msgstr "Izquierda" + +msgid "Right" +msgstr "Derecha" + msgid "Up" msgstr "Arriba" @@ -223,6 +257,12 @@ msgstr "Abajo" msgid "Page Up" msgstr "Subir página" +msgid "Page Down" +msgstr "Bajar Página" + +msgid "Home" +msgstr "Inicio" + msgid "End" msgstr "Fin" @@ -241,9 +281,27 @@ msgstr "Deshacer" msgid "Redo" msgstr "Rehacer" +msgid "Completion Query" +msgstr "Consulta de Finalización" + +msgid "New Line" +msgstr "Nueva Línea" + msgid "New Blank Line" msgstr "Nueva línea en blanco" +msgid "New Line Above" +msgstr "Nueva Línea Arriba" + +msgid "Indent" +msgstr "Sangría" + +msgid "Dedent" +msgstr "Eliminar Sangría" + +msgid "Backspace" +msgstr "Retroceder" + msgid "Backspace Word" msgstr "Retroceder palabra" @@ -253,12 +311,54 @@ msgstr "Retroceder del todo hacia la izquierda" msgid "Delete" msgstr "Eliminar" +msgid "Delete Word" +msgstr "Suprimir Palabra" + +msgid "Delete all to Right" +msgstr "Suprimir Punto" + +msgid "Caret Left" +msgstr "Cursor Izquierda" + +msgid "Caret Word Left" +msgstr "Cursor Palabra Izquierda" + +msgid "Caret Right" +msgstr "Cursor Derecha" + +msgid "Caret Word Right" +msgstr "Cursor Palabra Derecha" + msgid "Caret Up" msgstr "Interfaz Subir Página" +msgid "Caret Down" +msgstr "Cursor Abajo" + +msgid "Caret Line Start" +msgstr "Cursor Principio Línea" + +msgid "Caret Line End" +msgstr "Cursor Final Línea" + msgid "Caret Page Up" msgstr "Interfaz Subir Página" +msgid "Caret Page Down" +msgstr "Cursor Bajar Página" + +msgid "Caret Document Start" +msgstr "Cursor Inicio Documento" + +msgid "Caret Document End" +msgstr "Cursor Final Documento" + +msgid "Caret Add Below" +msgstr "Añadir Cursor Abajo" + +msgid "Caret Add Above" +msgstr "Añadir Cursor Arriba" + msgid "Scroll Up" msgstr "Desplazarse hacia arriba" @@ -268,6 +368,18 @@ msgstr "Desplazarse hacia abajo" msgid "Select All" msgstr "Seleccionar Todo" +msgid "Select Word Under Caret" +msgstr "Seleccionar Palabra Bajo el Cursor" + +msgid "Add Selection for Next Occurrence" +msgstr "Agregar Selección para la Próxima Ocurrencia" + +msgid "Clear Carets and Selection" +msgstr "Limpiar Cursores y Selecciones" + +msgid "Toggle Insert Mode" +msgstr "Alternar Modo Insertar" + msgid "Submit Text" msgstr "Enviar Texto" @@ -283,6 +395,12 @@ msgstr "Subir un nivel" msgid "Refresh" msgstr "Refrescar" +msgid "Show Hidden" +msgstr "Mostrar Ocultos" + +msgid "Swap Input Direction" +msgstr "Intercambiar Dirección de Entrada" + msgid "Invalid input %d (not passed) in expression" msgstr "Entrada inválida %d (no se transmitió) en la expresión" @@ -349,15 +467,36 @@ msgstr "" msgid "An action with the name '%s' already exists." msgstr "Ya existe una acción con el nombre '%s'." +msgid "Cannot Revert - Action is same as initial" +msgstr "No se puede revertir - la acción es la misma que la inicial" + msgid "Revert Action" msgstr "Revertir Acción" msgid "Add Event" msgstr "Agregar Evento" +msgid "Remove Action" +msgstr "Quitar Acción" + msgid "Cannot Remove Action" msgstr "No se puede eliminar acción" +msgid "Edit Event" +msgstr "Modificar Evento" + +msgid "Remove Event" +msgstr "Quitar Evento" + +msgid "Filter by name..." +msgstr "Filtrar por nombre..." + +msgid "Clear All" +msgstr "Limpiar Todo" + +msgid "Add New Action" +msgstr "Agregar Acción Nueva" + msgid "Add" msgstr "Agregar" @@ -376,6 +515,9 @@ msgstr "Tiempo:" msgid "Value:" msgstr "Valor:" +msgid "Update Selected Key Handles" +msgstr "Actualizar Referencias de Claves Seleccionadas" + msgid "Insert Key Here" msgstr "Insertar Clave Aquí" @@ -385,12 +527,69 @@ msgstr "Duplicar Clave(s) Seleccionada(s)" msgid "Delete Selected Key(s)" msgstr "Eliminar Clave(s) Seleccionada(s)" +msgid "Make Handles Free" +msgstr "Liberar Manijas" + +msgid "Make Handles Linear" +msgstr "Hacer Manijas Lineales" + +msgid "Make Handles Balanced" +msgstr "Hacer Manijas Balanceadas" + +msgid "Make Handles Mirrored" +msgstr "Hacer Manijas Reflejadas" + +msgid "Make Handles Balanced (Auto Tangent)" +msgstr "Hacer Manijas Reflejadas (Tangente Automática)" + +msgid "Make Handles Mirrored (Auto Tangent)" +msgstr "Hacer Manijas Reflejadas (Tangente Automática)" + msgid "Add Bezier Point" msgstr "Agregar Punto Bezier" msgid "Move Bezier Points" msgstr "Mover Puntos Bezier" +msgid "Animation Duplicate Keys" +msgstr "Duplicar Claves de la Animación" + +msgid "Animation Delete Keys" +msgstr "Borrar Claves de la Animación" + +msgid "Focus" +msgstr "Foco" + +msgid "Select All Keys" +msgstr "Seleccionar Todas las Claves" + +msgid "Deselect All Keys" +msgstr "Deseleccionar Todas las Claves" + +msgid "Animation Change Transition" +msgstr "Cambiar Transición de Animación" + +msgid "Animation Change Position3D" +msgstr "Cambiar Posición en 3D de la Animación" + +msgid "Animation Change Rotation3D" +msgstr "Cambiar la Rotación en 3D de la Animación" + +msgid "Animation Change Scale3D" +msgstr "Cambiar Escala 3D de la Animación" + +msgid "Animation Change Keyframe Value" +msgstr "Animación Cambiar valor de fotograma" + +msgid "Animation Change Call" +msgstr "Animación Cambiar llamada" + +msgid "Animation Multi Change Transition" +msgstr "Animación Múltiple Cambiar transición" + +msgid "Animation Multi Change Position3D" +msgstr "Animación Múltiple Cambiar posición 3D" + msgid "Change Animation Length" msgstr "Cambiar Duración de la Animación" diff --git a/editor/translations/editor/fa.po b/editor/translations/editor/fa.po index ce9272ae74e..c457be105ea 100644 --- a/editor/translations/editor/fa.po +++ b/editor/translations/editor/fa.po @@ -29,7 +29,7 @@ # Mitsuha Miamizu , 2022. # LordProfo , 2022. # LordProfo (Nima) , 2022, 2023. -# John Smith , 2022, 2023. +# John Smith , 2022, 2023, 2024. # Ali Jafari , 2022. # Ali Almasi , 2022. # 2g.2d.2t <2g.2d.2t@gmail.com>, 2022. @@ -48,7 +48,7 @@ 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: 2023-11-26 13:51+0000\n" +"PO-Revision-Date: 2024-02-17 15:01+0000\n" "Last-Translator: John Smith \n" "Language-Team: Persian \n" @@ -57,7 +57,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.2.1-rc\n" +"X-Generator: Weblate 5.4\n" msgid "Main Thread" msgstr "موضوع اصلی" @@ -6249,6 +6249,14 @@ msgstr "در حال نصب در دستگاه، لطفا صبر کنید..." msgid "Could not install to device: %s" msgstr "در دستگاه نصب نشد: %s" +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 "" +"نام پروژه نیازمندی‌ قالب نام بسته را برآورده نمی کند و به \"%s\" به روز می‌شود. " +"لطفا در صورت نیاز نام بسته را به صراحت مشخص کنید." + msgid "Verifying %s..." msgstr "در حال تایید %s..." diff --git a/editor/translations/editor/he.po b/editor/translations/editor/he.po index 5dbafea158c..09e76089342 100644 --- a/editor/translations/editor/he.po +++ b/editor/translations/editor/he.po @@ -40,7 +40,7 @@ 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: 2024-01-23 18:16+0000\n" +"PO-Revision-Date: 2024-02-14 08:02+0000\n" "Last-Translator: Kfir Pshititsky \n" "Language-Team: Hebrew \n" @@ -152,13 +152,13 @@ msgid "End" msgstr "סוף" msgid "Cut" -msgstr "גזור" +msgstr "גזירה" msgid "Copy" msgstr "העתקה" msgid "Paste" -msgstr "הדבק" +msgstr "הדבקה" msgid "Undo" msgstr "ביטול" @@ -182,7 +182,7 @@ msgid "Select All" msgstr "לבחור הכול" msgid "Refresh" -msgstr "רענון" +msgstr "ריענון" msgid "Invalid input %d (not passed) in expression" msgstr "קלט שגוי %d (לא הועבר) בתוך הביטוי" @@ -205,6 +205,12 @@ msgstr "פרמטרים שגויים לבניית '%s'" msgid "On call to '%s':" msgstr "בקריאה ל־‚%s’:" +msgid "Built-in script" +msgstr "סקריפט מובנה" + +msgid "Built-in" +msgstr "מובנה" + msgid "B" msgstr "B" @@ -263,7 +269,7 @@ msgid "Value:" msgstr "ערך:" msgid "Insert Key Here" -msgstr "הכנס כאן מפתח" +msgstr "הכנסת מפתח כאן" msgid "Duplicate Selected Key(s)" msgstr "שכפול מפתח(ות) שנבחרו" @@ -518,7 +524,7 @@ msgid "Scale From Cursor" msgstr "שינוי גודל מהמצביע" msgid "Duplicate Selection" -msgstr "שכפול בחירה" +msgstr "שכפול הבחירה" msgid "Duplicate Transposed" msgstr "שכפול מהרצועה שנבחרה" @@ -603,7 +609,7 @@ msgid "Whole Words" msgstr "מילים שלמות" msgid "Replace" -msgstr "החלף" +msgstr "החלפה" msgid "Replace All" msgstr "להחליף הכול" @@ -615,9 +621,6 @@ msgctxt "Indentation" msgid "Spaces" msgstr "רווחים" -msgid "Toggle Scripts Panel" -msgstr "החלפת תצוגת חלונית סקריפטים" - msgid "Zoom In" msgstr "התקרבות" @@ -645,7 +648,7 @@ msgstr "שם מתודה חייב להיות מזהה חוקי." msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." -msgstr "מתודת היעד לא נמצאה. יש לציין מתודה תקינה או לצרף סקריפט למפרק היעד." +msgstr "מתודת היעד לא נמצאה. יש לציין מתודה תקינה או לצרף סקריפט לצומת היעד." msgid "Connect to Node:" msgstr "התחברות למפרק:" @@ -1343,7 +1346,7 @@ msgid "3D Editor" msgstr "עורך תלת-מימד" msgid "Script Editor" -msgstr "עורך סקריפטים" +msgstr "עורך הסקריפטים" msgid "Asset Library" msgstr "ספריית משאבים" @@ -1577,7 +1580,7 @@ msgid "Show Hierarchy" msgstr "הצג היררכיה" msgid "Display All" -msgstr "הצג הכל" +msgstr "הצגת הכול" msgid "Classes Only" msgstr "מחלקות בלבד" @@ -1668,7 +1671,7 @@ msgid "Edit Filters" msgstr "עריכת מסננים" msgid "Clear Output" -msgstr "ניקוי פלט" +msgstr "ניקוי הפלט" msgid "Copy Selection" msgstr "העתקת הבחירה" @@ -1861,7 +1864,7 @@ msgid "" "This option is deprecated. Situations where refresh must be forced are now " "considered a bug. Please report." msgstr "" -"אפשרות זו אינה זמינה עוד. מצבים בהם יש לאלץ רענון נחשבים לבאגים. נא לדווח " +"אפשרות זו אינה זמינה עוד. מצבים בהם יש לאלץ ריענון נחשבים לבאגים. נא לדווח " "עליהם." msgid "Pick a Main Scene" @@ -1983,7 +1986,7 @@ msgid "Open Scene..." msgstr "פתיחת סצנה…" msgid "Reopen Closed Scene" -msgstr "פתיחה מחדש של סצנה סגורה" +msgstr "פתיחה מחדש של הסצנה שנסגרה" msgid "Open Recent" msgstr "פתיחה מהאחרונים" @@ -1995,7 +1998,7 @@ msgid "MeshLibrary..." msgstr "MeshLibrary..." msgid "Close Scene" -msgstr "סגירת סצנה" +msgstr "סגירת הסצנה" msgid "Quit" msgstr "יציאה" @@ -2040,7 +2043,7 @@ msgid "Screenshots are stored in the Editor Data/Settings Folder." msgstr "צילומי מסך נשמרים בתיקיית נתוני/הגדרות העורך." msgid "Toggle Fullscreen" -msgstr "הפעלת/ביטול מסך מלא" +msgstr "הפעלה/ביטול של מסך מלא" msgid "Open Editor Data/Settings Folder" msgstr "פתיחת תיקיית נתוני/הגדרות העורך" @@ -2088,7 +2091,7 @@ msgid "Node" msgstr "מפרק" msgid "Expand Bottom Panel" -msgstr "הרחבת פאנל תחתון" +msgstr "הרחבת הפאנל התחתון" msgid "Output" msgstr "פלט" @@ -2491,7 +2494,7 @@ msgid "Go Up" msgstr "מעבר מעלה" msgid "Toggle Hidden Files" -msgstr "הצג/הסתר קבצים מוסתרים" +msgstr "החלפת תצוגת קבצים מוסתרים" msgid "Toggle Favorite" msgstr "הוספת/ביטול מועדף" @@ -2503,10 +2506,10 @@ msgid "Focus Path" msgstr "מיקוד נתיב" msgid "Move Favorite Up" -msgstr "העברת מועדף מעלה" +msgstr "העברת המועדף מעלה" msgid "Move Favorite Down" -msgstr "העברת מועדף מטה" +msgstr "העברת המועדף מטה" msgid "Go to previous folder." msgstr "מעבר לתיקיה הקודמת." @@ -2518,7 +2521,7 @@ msgid "Go to parent folder." msgstr "מעבר לתיקיית העל." msgid "Refresh files." -msgstr "רענן קבצים." +msgstr "ריענון קבצים." msgid "(Un)favorite current folder." msgstr "(בטל) העדפת תיקייה נוכחית." @@ -2541,6 +2544,9 @@ msgstr "הרצת המיזם." msgid "Play the edited scene." msgstr "הרצת הסצנה שנערכה." +msgid "Play a custom scene." +msgstr "הרצת סצנה בהתאמה אישית." + msgid "Quick Run Scene..." msgstr "הפעלה מהירה של הסצנה..." @@ -2740,6 +2746,9 @@ msgstr "טעינת הנפשה" msgid "Animation Name:" msgstr "שם הנפשה:" +msgid "No animation resource in clipboard!" +msgstr "אין משאב הנפשה בלוח ההעתקה!" + msgid "Pasted Animation" msgstr "הנפשה הודבקה" @@ -3080,7 +3089,7 @@ msgid "Paste Pose" msgstr "הדבק תנוחה" msgid "Select Mode" -msgstr "בחר מצב" +msgstr "בחירת מצב" msgid "Move Mode" msgstr "מצב תנועה" @@ -3209,7 +3218,7 @@ msgid "Audio Listener" msgstr "מאזין לשמע" msgid "Use Snap" -msgstr "השתמש ב-Snap" +msgstr "שימוש בהצמדה" msgid "Bottom View" msgstr "מבט תחתי" diff --git a/editor/translations/editor/it.po b/editor/translations/editor/it.po index e22ad768d53..e4bce6f0144 100644 --- a/editor/translations/editor/it.po +++ b/editor/translations/editor/it.po @@ -95,13 +95,14 @@ # Andrea , 2023. # Samuele Righi , 2023. # Ott8v , 2024. +# NicKoehler , 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: 2024-01-28 23:10+0000\n" -"Last-Translator: Ott8v \n" +"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"Last-Translator: NicKoehler \n" "Language-Team: Italian \n" "Language: it\n" @@ -109,7 +110,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Thread Principale" @@ -632,6 +633,15 @@ msgstr "Deseleziona tutte le chiavi" msgid "Animation Change Transition" msgstr "Transizione al cambio dell'Animazione" +msgid "Animation Change Position3D" +msgstr "Animazione Cambia posizione3D" + +msgid "Animation Change Rotation3D" +msgstr "Animazione Cambia rotazione3D" + +msgid "Animation Change Scale3D" +msgstr "Animazione Cambia scala3D" + msgid "Animation Change Keyframe Value" msgstr "Cambia il valore del fotogramma chiave di un'animazione" @@ -3502,6 +3512,21 @@ msgid "" msgstr "" "Impossibile scrivere sul file '%s', file in uso, bloccato o mancano permessi." +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 "" +"La modifica del renderer richiede il riavvio dell'editor.\n" +"\n" +"Scegliendo Salva e riavvia si cambierà il metodo di rendering in:\n" +"- Piattaforme desktop: %s\n" +"- Piattaforme mobili: %s\n" +"- Piattaforma web: gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3686,6 +3711,22 @@ msgstr "Informazioni su Godot" msgid "Support Godot Development" msgstr "Supporta lo sviluppo di Godot" +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 "" +"Scegliere un metodo di rendering.\n" +"\n" +"Note:\n" +"- Sulle piattaforme mobili, il metodo di rendering Mobile viene utilizzato se " +"si seleziona Forward+.\n" +"- Sulla piattaforma Web, viene sempre utilizzato il metodo di rendering " +"Compatibilità." + msgid "Update Continuously" msgstr "Aggiorna Continuamente" @@ -10493,6 +10534,15 @@ msgstr "" msgid "Add new patterns in the TileMap editing mode." msgstr "Aggiunti nuovi modelli nella modalità di editing della TileMap." +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 "" +"Attenzione: Se si modifica l'ID di una sorgente, tutte le TileMap che la " +"utilizzano faranno riferimento a una sorgente non valida. Ciò potrebbe " +"causare una perdita di dati imprevista. Modificare questo ID con attenzione." + msgid "ID: %d" msgstr "ID: %d" @@ -11405,6 +11455,12 @@ msgstr "" msgid "Perform the 3D texture lookup." msgstr "Esegue la ricerca di texture 3D." +msgid "Apply panning function on texture coordinates." +msgstr "Applica la funzione di panning alle coordinate della texture." + +msgid "Apply scaling function on texture coordinates." +msgstr "Applica la funzione di scala alle coordinate della texture." + msgid "Transform function." msgstr "Funzione di trasformazione." @@ -11438,6 +11494,14 @@ msgstr "Scompone la trasformazione in quattro vettori." msgid "Calculates the determinant of a transform." msgstr "Calcola il determinante di una trasformazione." +msgid "" +"Calculates how the object should face the camera to be applied on Model View " +"Matrix output port for 3D objects." +msgstr "" +"Calcola il modo in cui l'oggetto deve essere rivolto verso la telecamera per " +"essere applicato alla porta di output della matrice di visualizzazione del " +"modello per gli oggetti 3D." + msgid "Calculates the inverse of a transform." msgstr "Calcola l'inverso di una trasformazione." @@ -11468,6 +11532,20 @@ msgstr "Costante transform." msgid "Transform parameter." msgstr "Parametro di trasformazione." +msgid "" +"The distance fade effect fades out each pixel based on its distance to " +"another object." +msgstr "" +"L’effetto di dissolvenza in base alla distanza attenua gradualmente ogni " +"pixel in base alla sua distanza da un altro oggetto." + +msgid "" +"The proximity fade effect fades out each pixel based on its distance to " +"another object." +msgstr "" +"L’effetto di dissolvenza in base alla prossimità attenua gradualmente ogni " +"pixel in base alla sua distanza da un altro oggetto." + msgid "Returns a random value between the minimum and maximum input values." msgstr "" "Restituisce un valore casuale incluso tra i valori minimi e massimi " @@ -11557,6 +11635,10 @@ msgstr "Interpolazione lineare tra due vettori." msgid "Linear interpolation between two vectors using scalar." msgstr "Interpolazione lineare tra due vettori usando scalare." +msgid "Performs a fused multiply-add operation (a * b + c) on vectors." +msgstr "" +"Esegue un’operazione di moltiplicazione-addizione fusa (a * b + c) su vettori." + msgid "Calculates the normalize product of vector." msgstr "Calcola il prodotto di normalizzazione del vettore." @@ -12207,6 +12289,10 @@ msgstr "Impostazioni Progetto (project.godot)" msgid "Advanced Settings" msgstr "Opzioni avanzate" +msgid "Changed settings will be applied to the editor after restarting." +msgstr "" +"Le impostazioni modificate saranno applicate all'editor dopo il riavvio." + msgid "Input Map" msgstr "Mappa Input" @@ -13732,6 +13818,9 @@ msgstr "" msgid "Could not start rcodesign executable." msgstr "Impossibile eseguire l'eseguibile di rcodesign." +msgid "Notarization request UUID: \"%s\"" +msgstr "UUID della richiesta di autenticazione: \"%s\"" + msgid "" "You can check progress manually by opening a Terminal and running the " "following command:" @@ -13957,6 +14046,9 @@ msgstr "Signtool ha fallito a firmare l'eseguibile: %s." msgid "Failed to remove temporary file \"%s\"." msgstr "Fallito rimuovendo il file temporaneo \"%s\"." +msgid "Windows executables cannot be >= 4 GiB." +msgstr "Gli eseguibili di Windows non possono essere >= 4 GiB." + msgid "Run on remote Windows system" msgstr "Esegui su un sistema Windows remoto" @@ -14070,6 +14162,12 @@ msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "" "Il poligono per questo occluder è vuoto. Si prega di disegnare un poligono." +msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "" +"Il NavigationAgent2D può essere utilizzato solo sotto un nodo padre ereditato " +"da Node2D." + msgid "" "NavigationLink2D start position should be different than the end position to " "be useful." diff --git a/editor/translations/editor/ja.po b/editor/translations/editor/ja.po index 5550c61feb3..550fb09c8a2 100644 --- a/editor/translations/editor/ja.po +++ b/editor/translations/editor/ja.po @@ -62,13 +62,14 @@ # RA LA , 2023. # Kenryu Shibata , 2023. # hirunet , 2023. -# Koji Horaguchi , 2023. +# Koji Horaguchi , 2023, 2024. +# Lighthigh57 , 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: 2023-12-13 21:53+0000\n" +"PO-Revision-Date: 2024-02-12 14:00+0000\n" "Last-Translator: Koji Horaguchi \n" "Language-Team: Japanese \n" @@ -77,7 +78,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.3-rc\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "メインスレッド" @@ -3557,6 +3558,21 @@ msgstr "" "ファイル '%s'に書き込めません。ファイルが使用中か、ロックされているか、権限が" "ありません。" +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 "" +"レンダラーを変更するにはエディタの再起動が必要です。\n" +"\n" +"「保存して再起動」を選択すると、レンダリング方法が次のように変更されます:\n" +"- デスクトッププラットフォーム: %s\n" +"- モバイルプラットフォーム: %s\n" +"- ウェブプラットフォーム: gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3566,6 +3582,9 @@ msgstr "モバイル" msgid "Compatibility" msgstr "互換性" +msgid "(Overridden)" +msgstr "(オーバーライド)" + msgid "Pan View" msgstr "パン・ビュー" @@ -3743,6 +3762,21 @@ msgstr "Godotについて" msgid "Support Godot Development" msgstr "Godotの開発をサポートする" +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 "" +"レンダリング方法を選択します。\n" +"\n" +"ノート:\n" +"- モバイル プラットフォームでは、ここで Forward+ が選択されている場合、モバイ" +"ル レンダリング方法が使用されます。\n" +"- ウェブプラットフォームでは、互換レンダリングメソッドが常に使用されます。" + msgid "Update Continuously" msgstr "継続的に更新" @@ -14745,6 +14779,14 @@ msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "" "\"%s\"レンダラーでは \"Min Sdk\" バージョンは %d 以上でなければなりません。" +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 "" +"プロジェクト名はパッケージ名の形式の要件を満たしていないため、「%s」に更新され" +"ます。 必要に応じてパッケージ名を明示的に指定してください。" + msgid "Code Signing" msgstr "コード署名" diff --git a/editor/translations/editor/ka.po b/editor/translations/editor/ka.po index f391d034947..a1565167911 100644 --- a/editor/translations/editor/ka.po +++ b/editor/translations/editor/ka.po @@ -6,13 +6,13 @@ # George Dzavashvili , 2018. # დემეტრე შონია , 2019. # Rati Nikolaishvili , 2019. -# Temuri Doghonadze , 2023. +# Temuri Doghonadze , 2023, 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: 2023-07-07 16:32+0000\n" +"PO-Revision-Date: 2024-02-18 23:39+0000\n" "Last-Translator: Temuri Doghonadze \n" "Language-Team: Georgian \n" @@ -21,7 +21,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.0-dev\n" +"X-Generator: Weblate 5.4\n" msgid "Unset" msgstr "მოხსნა" @@ -667,6 +667,9 @@ msgstr "ხაზის ნომერი:" msgid "%d replaced." msgstr "%d ჩანაცვლდა." +msgid "No match" +msgstr "დამთხვევის გარეშე" + msgid "%d match" msgid_plural "%d matches" msgstr[0] "%d დამთხვევა" @@ -1130,6 +1133,9 @@ msgstr "ასეტის \"%s\" დაყენება წარმატე msgid "Success!" msgstr "წარმატება!" +msgid "Installation preview:" +msgstr "დაყენების გადახედვა:" + msgid "Install" msgstr "დაყენება" @@ -1253,6 +1259,13 @@ msgstr "ქმედებები:" msgid "Load Profile" msgstr "პროფილის ჩატვირთვა" +msgid "" +"Failed to execute command \"%s\":\n" +"%s." +msgstr "" +"ჩავარდა შესრულება ბრძანებისთვის \"%s\":\n" +"%s." + msgid "Filter Commands" msgstr "ბრძანებების ფილტრი" @@ -1364,6 +1377,9 @@ msgstr "ოპერატორის აღწერები" msgid "Property:" msgstr "თვისება:" +msgid "Method:" +msgstr "მეთოდი:" + msgid "Signal:" msgstr "სიგნალი:" @@ -1494,6 +1510,9 @@ msgstr "მობაილი" msgid "Compatibility" msgstr "თავსებადობა" +msgid "(Overridden)" +msgstr "(გადაფარულია)" + msgid "Pan View" msgstr "პანორამული ხედი" @@ -1536,6 +1555,9 @@ msgstr "ხელსაწყოები" msgid "Orphan Resource Explorer..." msgstr "ობოლი რესურსების მაძიებელი..." +msgid "Upgrade Mesh Surfaces..." +msgstr "ბადის ზედაპირების დონის აწევა..." + msgid "Editor" msgstr "რედაქტორი" @@ -1590,6 +1612,12 @@ msgstr "ბიბლიოთეკის გატანა" msgid "Reload" msgstr "თავიდან ჩატვირთვა" +msgid "Create Version Control Metadata..." +msgstr "ვერსიის კონტროლის მეტამონაცემების შექმნა..." + +msgid "Version Control Settings..." +msgstr "ვერსიის კონტროლის მორგება..." + msgid "Ok" msgstr "დიახ" @@ -1656,6 +1684,9 @@ msgstr "შეინახვა &როგორც..." msgid "Convert to %s" msgstr "%s-ში გადაყვანა" +msgid "Select resources to make unique:" +msgstr "აირჩიეთ რესურსი მათი უნიკალურად მოსანიშნად:" + msgid "New %s" msgstr "ახალი %s" @@ -1668,6 +1699,12 @@ msgstr "გაუქმება: %s" msgid "Redo: %s" msgstr "გამეორება: %s" +msgid "Edit Built-in Action: %s" +msgstr "ჩაშენებული ქმედების ჩასწორება: %s" + +msgid "Edit Shortcut: %s" +msgstr "მალსახმობის ჩასწორება: %s" + msgid "Common" msgstr "ჩვეულებრივი" @@ -2203,6 +2240,9 @@ msgstr "წერტილი" msgid "Open Editor" msgstr "რედაქტორის გახსნა" +msgid "Parameter Changed: %s" +msgstr "პარამეტრი შეიცვალა: %s" + msgid "Change Filter" msgstr "ფილტრის შეცვლა" @@ -2278,6 +2318,9 @@ msgstr "სიღრმე" msgid "Transition exists!" msgstr "გარდასვლა არსებობს!" +msgid "Edit %s" +msgstr "%s-ის ჩასწორება" + msgid "Immediate" msgstr "უეცარი" @@ -2381,6 +2424,9 @@ msgstr "დაბლოკილი" msgid "Grouped" msgstr "დაჯგუფებული" +msgid "Add Node Here..." +msgstr "აქ კვანძის დამატება..." + msgid "Move Node(s) Here" msgstr "კვანძ(ებ)-ის აქ გადმოტანა" @@ -2441,6 +2487,9 @@ msgstr "გიდების ჩვენება" msgid "Center Selection" msgstr "მონიშვნის ცენტრირება" +msgid "Project theme" +msgstr "პროექტის თემა" + msgid "Insert keys (based on mask)." msgstr "გასაღებების ჩასმა (ნიღაბზე დამოკიდებულებით)." @@ -2596,6 +2645,12 @@ msgstr "თარგმნა" msgid "Translating:" msgstr "გადატანა:" +msgid "Translating %s." +msgstr "%s-ის თარგმანი." + +msgid "Scaling %s." +msgstr "%s-ის მასშტაბი." + msgid "Display Advanced..." msgstr "დამატებით ჩვენება..." @@ -2683,6 +2738,9 @@ msgstr "რესურსის დამატება" msgid "Delete Resource" msgstr "რესურსის წაშლა" +msgid "Path to AnimationMixer is invalid" +msgstr "ბილიკი AnimationMixer-მდე არასწორია" + msgid "Clear Recent Files" msgstr "ბოლო ფაილების გასუფთავება" @@ -2847,6 +2905,9 @@ msgstr "მონიშნული პოზების დაბრუნე msgid "Insert key of all bone poses." msgstr "ყველა ძვლს პოზის გასაღების ჩასმა." +msgid "Can't convert an empty sprite to mesh." +msgstr "ცარიელი სპრაიტის ბადეში გადაყვანა შეუძლებელია." + msgid "Simplification:" msgstr "გამარტივება:" @@ -3140,9 +3201,15 @@ msgstr "ფიზიკა" msgid "Physics Layer %d" msgstr "ფიზიკური ფენა %d" +msgid "No physics layers" +msgstr "ფიზიკური ფენების გარეშე" + msgid "Navigation Layer %d" msgstr "ნავიგაციის ფენა %d" +msgid "No navigation layers" +msgstr "ნავიგაციის ფენების გარეშე" + msgid "Custom Data %d" msgstr "ხელით მითითებული მონაცემები %d" @@ -3431,6 +3498,9 @@ msgstr "3D ვექტორული მუდმივა." msgid "4D vector constant." msgstr "4D ვექტორული მუდმივა." +msgid "Edit Visual Property: %s" +msgstr "ვიზუალური თვისების ჩასწორება: %s" + msgid "Bake VoxelGI" msgstr "VoxelGI-ის გამოცხობა" diff --git a/editor/translations/editor/ko.po b/editor/translations/editor/ko.po index b8d37245f92..37efbcd5abc 100644 --- a/editor/translations/editor/ko.po +++ b/editor/translations/editor/ko.po @@ -60,13 +60,14 @@ # maldron , 2024. # nulta , 2024. # Sovlus Haesaun , 2024. +# Minhyeok Lee , 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: 2024-01-22 23:01+0000\n" -"Last-Translator: Sovlus Haesaun \n" +"PO-Revision-Date: 2024-02-15 16:46+0000\n" +"Last-Translator: Minhyeok Lee \n" "Language-Team: Korean \n" "Language: ko\n" @@ -3535,6 +3536,21 @@ msgid "" msgstr "" "파일 '%s'에 쓸 수 없습니다. 파일이 사용 중이거나 잠겨 있거나 권한이 없습니다." +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" + msgid "Forward+" msgstr "Forward+" @@ -3721,6 +3737,20 @@ msgstr "Godot 정보" msgid "Support Godot Development" msgstr "Godot 개발 지원" +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." + msgid "Update Continuously" msgstr "상시 업데이트" @@ -12246,6 +12276,9 @@ msgstr "입력된 값의 최소값과 최대값 사이의 임의의 값을 반 msgid "Remaps a given input from the input range to the output range." msgstr "주어진 입력을 입력 범위에서 출력 범위로 리매핑합니다." +msgid "Rotates an input vector by a given angle." +msgstr "입력된 벡터를 주어진 각도만큼 회전합니다." + msgid "Vector function." msgstr "벡터 함수." @@ -13790,6 +13823,33 @@ msgstr "다시 저장을 시도하고 있습니다. " msgid "Attempting to remove " msgstr "제거를 시도하고 있습니다. " +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 시간이 " +"걸립니다. 업그레이드 시 프로젝트 내 메시는 Godot 4.2 이전 버전에서 호환되지 않" +"습니다.\n" +"\n" +"메시를 그대로 둘 수 있습니다. 엔진은 각 메시를 메모리에 업데이트하지만 저장을 " +"하지는 않습니다. 만약 메시를 그대로 둘 경우 프로젝트를 불러올 때마다 오랜 시간" +"이 걸릴 것입니다." + msgid "Restart & Upgrade" msgstr "재시작 및 업그레이드" diff --git a/editor/translations/editor/pl.po b/editor/translations/editor/pl.po index 10b446662b1..e9071efea1c 100644 --- a/editor/translations/editor/pl.po +++ b/editor/translations/editor/pl.po @@ -84,28 +84,30 @@ # johnny1029 , 2023. # Marcin Zieliński , 2023. # Aleksander Łagowiec , 2023. +# Zartio , 2024. +# Piotr Kostrzewski , 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: 2024-01-21 10:55+0000\n" -"Last-Translator: Tomek \n" +"PO-Revision-Date: 2024-02-20 05:50+0000\n" +"Last-Translator: Piotr Kostrzewski \n" "Language-Team: Polish \n" "Language: pl\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " -"|| n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 5.4-dev\n" +"Plural-Forms: nplurals=3; plural=(n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " +"|| n%100>=20) ? 1 : 2);\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Main Thread" msgstr "Główny Wątek" msgid "Unset" -msgstr "Wymaż" +msgstr "Odznacz" msgid "Physical" msgstr "Fizyczny" @@ -3595,6 +3597,21 @@ msgstr "" "Nie można zapisać do pliku '%s', plik jest w użyciu, zablokowany lub nie ma " "wystarczających uprawnień." +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 "" +"Zmiana renderera wymaga restartu edytora.\n" +"\n" +"Wybranie Zapisz i zrestartuj zmieni metodę renderowania na:\n" +"- Platformy desktopowe: %s\n" +"- Platformy mobilne: %s\n" +"- Platforma sieciowa: gl_compatibility" + msgid "Forward+" msgstr "Przedni+" @@ -3604,6 +3621,9 @@ msgstr "Mobilny" msgid "Compatibility" msgstr "Kompatybilny" +msgid "(Overridden)" +msgstr "(Nadpisane)" + msgid "Pan View" msgstr "Przesuń widok" @@ -3781,6 +3801,22 @@ msgstr "O Godocie" msgid "Support Godot Development" msgstr "Wesprzyj rozwój Godota" +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 "" +"Wybierz metodę renderowania.\n" +"\n" +"Uwagi:\n" +"- Na platformach mobilnych, metoda renderowania Mobilny jest używana jeśli " +"wybrano tu Przedni+.\n" +"- Na platformie sieciowej, zawsze używana jest metoda renderowania " +"Kompatybilny." + msgid "Update Continuously" msgstr "Stale aktualizuj" @@ -6136,7 +6172,7 @@ msgid "Create a Plugin" msgstr "Utwórz wtyczkę" msgid "Update" -msgstr "Odśwież" +msgstr "Zaktualizuj" msgid "Plugin Name:" msgstr "Nazwa wtyczki:" @@ -7773,7 +7809,7 @@ msgstr "" "prędkości będą widoczne w uruchomionym projekcie." msgid "Debug CanvasItem Redraws" -msgstr "Debugój generowanie CanvasItem" +msgstr "Debuguj rysowanie CanvasItem" msgid "" "When this option is enabled, redraw requests of 2D objects will become " @@ -14847,6 +14883,14 @@ msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "" "Wersja \"Min SDK\" powinna być większa lub równa %d dla renderera \"%s\"." +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 "" +"Nazwa projektu nie spełnia wymagań dotyczących formatu nazwy pakietu i będzie " +"zmieniona na \"%s\". Proszę wyraźnie określić nazwę pakietu jeśli potrzeba." + msgid "Code Signing" msgstr "Podpisywanie kodu" diff --git a/editor/translations/editor/pt.po b/editor/translations/editor/pt.po index d93da645c9e..35623d4baf2 100644 --- a/editor/translations/editor/pt.po +++ b/editor/translations/editor/pt.po @@ -45,14 +45,14 @@ # gomakappa , 2023. # 100Nome <100nome.portugal@gmail.com>, 2023. # João Victor Alonso de Paula Sperandio , 2024. +# AegisTTN , 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: 2024-01-08 20:42+0000\n" -"Last-Translator: João Victor Alonso de Paula Sperandio " -"\n" +"PO-Revision-Date: 2024-02-18 23:39+0000\n" +"Last-Translator: AegisTTN \n" "Language-Team: Portuguese \n" "Language: pt\n" @@ -60,7 +60,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.4\n" msgid "Main Thread" msgstr "Linha Principal" @@ -1903,7 +1903,7 @@ msgid "Create Folder" msgstr "Criar Pasta" msgid "Folder name is valid." -msgstr "O nome do arquivo é inválido." +msgstr "O nome da pasta é válido." msgid "Thanks from the Godot community!" msgstr "Agradecimentos da Comunidade Godot!" @@ -14803,6 +14803,15 @@ msgstr "" msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "\"Min SDK\" deve ser maior ou igual a %d para o renderizador \"%s\"." +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 "" +"O nome do projeto não atende ao requisito para o formato do nome do pacote e " +"será atualizado para \"%s\". Por favor especifique explicitamente o nome do " +"pacote se necessário." + msgid "Code Signing" msgstr "Assinatura de Código" @@ -15612,7 +15621,7 @@ msgid "" "its shape." msgstr "" "Este nó não tem forma, em poder colidir ou interagir com outros objetos.\n" -"Considere adicionar nós CollisionShape2D ou CollisionPolygon2D como filhos " +"Considere adicionar um nó CollisionShape2D ou CollisionPolygon2D como filho " "para definir a sua forma." msgid "" @@ -15920,10 +15929,10 @@ msgid "" "Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " "CharacterBody3D, etc. to give them a shape." msgstr "" -"CollisionShape2D apenas serve para fornecer a forma de colisão para um nó " -"derivado de CollisionObject2D.\n" -"Por favor use-o apenas como filho de Area2D, StaticBody2D, RigidBody2D, " -"KinematicBody2D, etc. para dá-los forma." +"CollisionShape3D apenas serve para fornecer a forma de colisão para um nó " +"derivado de CollisionObject3D.\n" +"Por favor use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. para dá-los forma." msgid "" "A shape must be provided for CollisionShape3D to function. Please create a " @@ -16326,7 +16335,7 @@ msgid "" msgstr "" "Para ter qualquer efeito visível, WorldEnvironment requer que a propriedade " "\"Environment\" dele contenha um Environment, a propriedade \"Camera " -"Attributes\" delecontenha um recurso CameraAttributes ou ambos." +"Attributes\" dele contenha um recurso CameraAttributes ou ambos." msgid "" "Only one WorldEnvironment is allowed per scene (or set of instantiated " diff --git a/editor/translations/editor/pt_BR.po b/editor/translations/editor/pt_BR.po index 16e3324d587..1ab85a738d0 100644 --- a/editor/translations/editor/pt_BR.po +++ b/editor/translations/editor/pt_BR.po @@ -162,7 +162,7 @@ # Felipe Nogueira , 2023. # Paulo Henrique , 2023. # Lucas Eduardo da Silva , 2023. -# "Márcio A. M. Reyes" , 2023. +# "Márcio A. M. Reyes" , 2023, 2024. # Fernando Lopes , 2023. # Daniel Mucciolo , 2023. # Guilherme , 2023. @@ -176,13 +176,17 @@ # Fernando Crozetta , 2023. # Sergio Antonio , 2023. # Martonio Junior , 2023, 2024. +# Otávio Burato , 2024. +# Augusto Renan , 2024. +# João Vitor da Silva Matos , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2016-05-30\n" -"PO-Revision-Date: 2024-01-11 08:00+0000\n" -"Last-Translator: Murilo Gama \n" +"PO-Revision-Date: 2024-02-16 00:31+0000\n" +"Last-Translator: João Vitor da Silva Matos \n" "Language-Team: Portuguese (Brazil) \n" "Language: pt_BR\n" @@ -190,7 +194,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.4\n" msgid "Main Thread" msgstr "Thread principal" @@ -271,7 +275,7 @@ msgid "Unknown Joypad Axis" msgstr "Eixo Desconhecido do Joypad" msgid "Joypad Motion on Axis %d (%s) with Value %.2f" -msgstr "Movimento do joypad no eixo %d (%s) com valor %.2f" +msgstr "Movimento do Joypad no Eixo %d (%s) com Valor %.2f" msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" msgstr "Botão de Ação, Sony X, Xbox A, Nintendo B" @@ -2794,6 +2798,13 @@ msgstr "Atualmente não há uma descrição para este construtor." msgid "There is currently no description for this operator." msgstr "Atualmente não há uma descrição para este operador." +msgid "" +"There is currently no description for this method. Please help us by " +"[color=$color][url=$url]contributing one[/url][/color]!" +msgstr "" +"Atualmente não há uma descrição para este método. nos ajude com [color=$color]" +"[url=$url]contribuindo com uma[/url][/color]!" + msgid "Top" msgstr "Superior" @@ -2831,6 +2842,17 @@ msgstr "" "Atualmente não há descrição para esta classe. Ajude-nos [color=$color]" "[url=$url]contribuindo com uma[/url][/color]!" +msgid "Note:" +msgstr "Nota:" + +msgid "" +"There are notable differences when using this API with C#. See [url=%s]C# API " +"differences to GDScript[/url] for more information." +msgstr "" +"Existem diferenças notáveis ao usar esta API com C#. Consulte " +"[url=%s]diferenças entre a API C# e GDScript[/url] para obter mais " +"informações." + msgid "Online Tutorials" msgstr "Tutoriais Online" @@ -3576,6 +3598,28 @@ msgstr "Excluir Layout" msgid "Default" msgstr "Padrão" +msgid "%d second ago" +msgid_plural "%d seconds ago" +msgstr[0] "%d segundo atrás" +msgstr[1] "%d segundos atrás" + +msgid "%d minute ago" +msgid_plural "%d minutes ago" +msgstr[0] "%d minuto atrás" +msgstr[1] "%d minutos atrás" + +msgid "%d hour ago" +msgid_plural "%d hours ago" +msgstr[0] "%d hora atrás" +msgstr[1] "%d horas atrás" + +msgid "" +"Scene \"%s\" has unsaved changes.\n" +"Last saved: %s." +msgstr "" +"A cena \"%s\" possui alterações não salvas.\n" +"Última salva: %s." + msgid "Save & Close" msgstr "Salvar & Fechar" @@ -3594,6 +3638,21 @@ msgstr "" "Não foi possível gravar no arquivo '%s', arquivo em uso, bloqueado ou sem " "permissões." +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 "" +"A alteração do renderizador requer a reinicialização do editor.\n" +"\n" +"Escolher Salvar e Reiniciar, mudará o método de renderização para:\n" +"- Plataformas de desktop: %s\n" +"- Dispositivos móveis: %s\n" +"- Plataforma web: gl_compatibility" + msgid "Forward+" msgstr "Avançado+" @@ -3781,6 +3840,22 @@ msgstr "Sobre o Godot" msgid "Support Godot Development" msgstr "Apoie o Desenvolvimento do Godot" +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 "" +"Escolha um método de renderização.\n" +"\n" +"Notas:\n" +"- Nos dispositivos moveis, o método de renderização Mobile será usado se " +"Forward+ estiver selecionado aqui.\n" +"- Na plataforma web, o método de renderização Compatibilidade é sempre " +"utilizado." + msgid "Update Continuously" msgstr "Atualizar Continuamente" @@ -4328,6 +4403,9 @@ msgstr "Incorporar PCK" msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "Em exportações de 32 bits, o PCK embutido não pode ser maior que 4GB." +msgid "Plugin \"%s\" is not supported on \"%s\"" +msgstr "O plugin \"%s\" não é compatível com \"%s\"" + msgid "Open the folder containing these templates." msgstr "Abrir a pasta contendo esses modelos." @@ -4955,6 +5033,27 @@ msgstr "Renomear..." msgid "Open in External Program" msgstr "Abrir em Programa Externo" +msgid "Yellow" +msgstr "Amarelo" + +msgid "Green" +msgstr "Verde" + +msgid "Teal" +msgstr "Verde-azulado" + +msgid "Blue" +msgstr "Azul" + +msgid "Purple" +msgstr "Roxo" + +msgid "Pink" +msgstr "Rosa" + +msgid "Gray" +msgstr "Cinza" + msgid "Go to previous selected folder/file." msgstr "Ir para a pasta/arquivo selecionado anteriormente." @@ -5400,6 +5499,9 @@ msgstr "Árvore de Cena (Nós):" msgid "Node Configuration Warning!" msgstr "Aviso de Configuração de Nó!" +msgid "Allowed:" +msgstr "Permitido:" + msgid "Select a Node" msgstr "Selecione um Nó" @@ -6046,18 +6148,66 @@ msgstr "Atualizar" msgid "Plugin Name:" msgstr "Nome do Plugin:" +msgid "Required. This name will be displayed in the list of plugins." +msgstr "Obrigatório. Este nome será exibido na lista de plugins." + msgid "Subfolder:" msgstr "Subpasta:" +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 "" +"Opcional. O nome da pasta geralmente deve usar a nomenclatura `snake_case` " +"(evite espaços e caracteres especiais).\n" +"Se deixada em branco, a pasta receberá o nome do plugin convertido para " +"`snake_case`." + +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 "" +"Opcional. Esta descrição deve ser relativamente curta (até 5 linhas).\n" +"Ela será exibida ao passar o mouse sobre o plugin na lista de plugins." + msgid "Author:" msgstr "Autor:" +msgid "Optional. The author's username, full name, or organization name." +msgstr "" +"Opcional. O nome de usuário, nome completo ou nome da organização do autor." + msgid "Version:" msgstr "Versão:" +msgid "" +"Optional. A human-readable version identifier used for informational purposes " +"only." +msgstr "" +"Opcional. Um identificador de versão legível usado apenas para fins " +"informativos." + +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 "" +"Obrigatório. A linguagem de script a ser usada para o script.\n" +"Observe que um plugin pode usar várias linguagens ao mesmo tempo adicionando " +"mais scripts ao plugin." + msgid "Script Name:" msgstr "Nome do Script:" +msgid "" +"Optional. The path to the script (relative to the add-on folder). If left " +"empty, will default to \"plugin.gd\"." +msgstr "" +"Opcional. O caminho para o script (relativo à pasta do add-on). Se deixado em " +"branco, o padrão será \"plugin.gd\"." + msgid "Activate now?" msgstr "Ativar agora?" @@ -6570,6 +6720,9 @@ msgstr "Mover Nó" msgid "Transition exists!" msgstr "A transição já existe!" +msgid "Play/Travel to %s" +msgstr "Jogar/Viajar para %s" + msgid "Add Node and Transition" msgstr "Adicionar Nó e Transição" @@ -6855,6 +7008,13 @@ msgstr "Passo de Rotação:" msgid "Scale Step:" msgstr "Escala do Passo:" +msgid "" +"Children of a container get their position and size determined only by their " +"parent." +msgstr "" +"Os filhos de um contêiner têm sua posição e tamanho determinados apenas por " +"seus pais." + msgid "Move Node(s) to Position" msgstr "Mover Nó(s) para Posição" @@ -7874,6 +8034,9 @@ msgstr "Nenhuma cena raiz do editor encontrada." msgid "Lightmap data is not local to the scene." msgstr "Os dados do mapa de iluminação não são locais para a cena." +msgid "Maximum texture size is too small for the lightmap images." +msgstr "O tamanho máximo da textura é muito pequeno para imagens de lightmap." + msgid "Bake Lightmaps" msgstr "Gerar Mapas de Iluminação" @@ -7952,6 +8115,12 @@ msgstr "Desempacotar UV2" msgid "Contained Mesh is not of type ArrayMesh." msgstr "Malha contida não é do tipo ArrayMesh." +msgid "Only triangles are supported for lightmap unwrap." +msgstr "Somente triângulos são suportados para desempacotar a lightmap." + +msgid "Normals are required for lightmap unwrap." +msgstr "Normais são necessários para desempacotar a lightmap." + msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "Falhou ao desempacotar UV, a malha pode não ser múltipla?" @@ -8196,6 +8365,16 @@ msgstr "Editar Polígono (Remover Ponto)" msgid "Create Navigation Polygon" msgstr "Criar Polígono de Navegação" +msgid "" +"Bakes the NavigationPolygon by first parsing the scene for source geometry " +"and then creating the navigation polygon vertices and polygons." +msgstr "" +"Faz o bake do PoligonoDeNavegacao por primeiro fazer o parsing da cena para " +"geometria e então cria o polígono de navegação e outros polígonos." + +msgid "Clears the internal NavigationPolygon outlines, vertices and polygons." +msgstr "Limpa as linhas de borda do PoligonoDeNavegacao, vértices e polígonos." + msgid "Unnamed Gizmo" msgstr "Gizmo Sem Nome" @@ -8905,6 +9084,9 @@ msgstr "Espelhar Comprimento do Controle" msgid "Curve Point #" msgstr "Ponto da Curva #" +msgid "Handle In #" +msgstr "Manipulador" + msgid "Set Curve Point Position" msgstr "Definir Posição do Ponto da Curva" @@ -9139,6 +9321,25 @@ msgstr "Não é possível obter o script para recarregar." msgid "Reload only takes effect on tool scripts." msgstr "Recarregar só tem efeito sobre scripts de ferramenta." +msgid "Cannot run the edited file because it's not a script." +msgstr "Não pode rodar o arquivo porque não é um script." + +msgid "Cannot run the script because it contains errors, check the output log." +msgstr "Não pode rodar o script porque ele contém erros, olhe o log de saída." + +msgid "Cannot run the script because it doesn't extend EditorScript." +msgstr "Não pode rodar o script porque não estende o tipo EditorScript." + +msgid "" +"Cannot run the script because it's not a tool script (add the @tool " +"annotation at the top)." +msgstr "" +"Não pode rodar o script porque não é um script de ferramenta (adicione a " +"anotação @tool no topo)." + +msgid "Cannot run the script because it's not a tool script." +msgstr "Não pode rodar o script porque não é um script ferramenta." + msgid "Import Theme" msgstr "Importar Tema" @@ -9257,6 +9458,9 @@ msgstr "" msgid "Search Results" msgstr "Resultados da Pesquisa" +msgid "There are unsaved changes in the following built-in script(s):" +msgstr "Há mudanças não salvas nos seguinte(s) script(s) built-in(s):" + msgid "Clear Recent Scripts" msgstr "Limpar Scripts Recentes" @@ -9295,6 +9499,13 @@ msgstr "Linha" msgid "Go to Function" msgstr "Ir para Função" +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 "" +"O recurso não tem um caminho válido porque não foi salvo.\n" +"Salve a cena ou o recurso que contém esse recurso e tente novamente." + msgid "Can't drop nodes without an open scene." msgstr "Não é possível descartar nós sem uma cena aberta." @@ -10392,6 +10603,13 @@ msgstr "" "Coordenadas do Atlas: %s\n" "Alternativa: %d" +msgid "" +"The selected atlas source has no valid texture. Assign a texture in the " +"TileSet bottom tab." +msgstr "" +"A fonte do atlas selecionada não tem textura válida. Atribua uma textura na " +"guia inferior TileSet." + msgid "Base Tiles" msgstr "Tiles Base" @@ -10470,6 +10688,9 @@ msgstr "Pintar Conjunto de Terreno" msgid "Painting Terrain" msgstr "Pintando Terreno" +msgid "Can't rotate patterns when using non-square tile grid." +msgstr "Não é possível girar padrões ao usar grade de bloco não quadrada." + msgid "No Texture Atlas Source (ID: %d)" msgstr "Sem Fonte de Atlas de Textura (ID: %d)" @@ -10491,11 +10712,18 @@ msgstr "Índice: %d" msgid "Tile with Invalid Scene" msgstr "Tile com Cena Inválida" +msgid "" +"The selected scene collection source has no scenes. Add scenes in the TileSet " +"bottom tab." +msgstr "" +"A coleção de cenas selecionadas não possui cenas. Adicione cenas na aba " +"inferior do TileSet." + msgid "Delete tiles" msgstr "Excluir tiles" msgid "Drawing Rect:" -msgstr "Desenho Reto:" +msgstr "Retângulo de Desenho:" msgid "Change selection" msgstr "Mudar Seleção" @@ -10743,15 +10971,31 @@ msgstr "Física" msgid "Physics Layer %d" msgstr "Camada de Física %d" +msgid "" +"Create and customize physics layers in the inspector of the TileSet resource." +msgstr "Crie e personalize camadas de física no inspetor do recurso TileSet." + msgid "Navigation Layer %d" msgstr "Camada de Navegação %d" +msgid "" +"Create and customize navigation layers in the inspector of the TileSet " +"resource." +msgstr "Crie e personalize camadas de navegação no inspetor do recurso TileSet." + msgid "Custom Data" msgstr "Dados Personalizados" msgid "Custom Data %d" msgstr "Dados Personalizados %d" +msgid "" +"Create and customize custom data layers in the inspector of the TileSet " +"resource." +msgstr "" +"Crie e personalize camadas de dados personalizadas no inspetor do recurso " +"TileSet." + msgid "Select a property editor" msgstr "Selecione um editor de propriedades" @@ -10801,6 +11045,13 @@ msgstr "Selecionar Tiles." msgid "Paint properties." msgstr "Propriedades da pintura." +msgid "" +"No tiles selected.\n" +"Select one or more tiles from the palette to edit its properties." +msgstr "" +"Nenhum bloco selecionado.\n" +"Selecione um ou mais blocos da paleta para editar suas propriedades." + msgid "Paint Properties:" msgstr "Propriedades da Pintura:" @@ -10810,6 +11061,13 @@ msgstr "Criar Tiles em Regiões de Textura não Transparente" msgid "Remove Tiles in Fully Transparent Texture Regions" msgstr "Remover Tiles em Regiões de Textura Totalmente Transparentes" +msgid "" +"The current atlas source has tiles outside the texture.\n" +"You can clear it using \"%s\" option in the 3 dots menu." +msgstr "" +"O recurso atual do atlas possui azulejos fora da textura.\n" +"Você pode limpá-lo usando a opção \"%s\" no menu de três pontos." + msgid "Create an Alternative Tile" msgstr "Criar um Tile Alternativo" @@ -10865,6 +11123,15 @@ msgstr "" msgid "Add new patterns in the TileMap editing mode." msgstr "Adicione novos padrões no modo de edição TileMap." +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 "" +"Aviso: Modificar um ID de origem resultará em todos os TileMaps que utilizam " +"essa origem referenciando uma origem inválida. Isso pode resultar em perda de " +"dados inesperada. Mude este ID cuidadosamente." + msgid "Add a Scene Tile" msgstr "Adicionar um Tile na Cena" @@ -11855,6 +12122,9 @@ msgstr "" "Retorna o valor de profundidade obtido do pré-passe de profundidade em um " "espaço linear." +msgid "Reconstructs the World Position of the Node from the depth texture." +msgstr "Reconstrói a posição geral do nó a partir da textura de profundidade." + msgid "Perform the 2D texture lookup." msgstr "Execute a pesquisa de textura 2D." @@ -11976,6 +12246,9 @@ msgstr "" "Remapeia uma determinada entrada do intervalo de entrada para o intervalo de " "saída." +msgid "Rotates an input vector by a given angle." +msgstr "Rotaciona um vetor de entrada por um ângulo dado." + msgid "Vector function." msgstr "Função vetorial." @@ -12967,6 +13240,13 @@ msgstr "Nome da Cena:" msgid "Root Name:" msgstr "Nome da Raiz:" +msgid "" +"When empty, the root node name is derived from the scene name based on the " +"\"editor/naming/node_name_casing\" project setting." +msgstr "" +"Quando vazio, o nome do nó raiz é derivado do nome da cena com base na " +"configuração do projeto 'editor/naming/node_name_casing'." + msgid "Scene name is valid." msgstr "O nome da cena é válido." @@ -13240,6 +13520,9 @@ msgstr "(usado %d vezes)" msgid "Expand/Collapse Branch" msgstr "Expandir/Recolher Ramos" +msgid "Paste as Sibling" +msgstr "Colar como Irmão" + msgid "Reparent to New Node" msgstr "Reparentar para Novo Nó" @@ -13262,6 +13545,9 @@ msgstr "" "Instancia um arquivo de cena como Nó. Cria uma cena herdada se não existir " "nenhum nó raiz." +msgid "Filter: name, t:type, g:group" +msgstr "Filtro: nome, t:tipo, g:grupo" + msgid "Attach a new or existing script to the selected node." msgstr "Adicionar um novo script, ou um já existente, para o nó selecionado." @@ -13455,6 +13741,56 @@ msgstr "O nome '%s' é uma palavra-chave reservada da linguagem de shader." msgid "Add Shader Global Parameter" msgstr "Adicionar Parâmetro Global Shader" +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 "" +"Este projeto utiliza malhas com um formato obsoleto de versões anteriores do " +"Godot. A engine precisa atualizar o formato para utilizar essas malhas. Por " +"favor, use a ferramenta 'Atualizar Superfícies de Malhas' do menu de 'Projeto " +"> Ferramentas'. Você pode ignorar esta mensagem e continuar utilizando as " +"malhas desatualizadas, mas tenha em mente que isso pode levar a um " +"carregamento mais lento do projeto sempre que o carregar." + +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" +"Este projeto utiliza malhas com um formato de malha obsoleto. Confira o " +"registro de saída." + +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 "" +"O formato de malha mudou na versão 4.2 do Godot, que afeta tanto malhas " +"importadas quanto malhas criadas dentro do Godot. A engine precisa atualizar " +"o formato para utilizar essas malhas.\n" +"\n" +"Se o seu projeto precede o Godot 4.2 e contém malhas, nós recomendamos que " +"você execute essa ferramenta de conversão única. Essa atualização reiniciará " +"o editor e poderá levar vários minutos. Atualizar as malhas fará com que elas " +"sejam incompatíveis com versões anteriores do Godot.\n" +"\n" +"Você ainda pode usar as malhas como estão. A engine irá atualizar cada malha " +"na memória, porém essa atualização não será salva. Escolher essa opção levará " +"a uma execução mais lenta toda vez que esse projeto for carregado." + +msgid "Restart & Upgrade" +msgstr "Reiniciar & Atualizar" + msgid "Make this panel floating in the screen %d." msgstr "Faça este painel flutuar na tela %d." @@ -13581,6 +13917,14 @@ msgstr "" msgid "Disabling '.blend' file import requires restarting the editor." msgstr "Desativar a importação de arquivo '.blend' requer reiniciar o editor." +msgid "" +"Blend file import is enabled, but the Blender path doesn't point to an " +"accessible directory. Blend files will not be imported." +msgstr "" +"A importação dos arquivos do Blender está ativada, porém o caminho de pasta " +"do Blender não direciona para um diretório acessível pelo programa. Os " +"arquivos não serão importados." + msgid "Next Plane" msgstr "Próximo Plano" @@ -13737,6 +14081,13 @@ msgstr "" msgid "Failed to load .NET runtime" msgstr "Falha ao carregar tempo de execução .NET" +msgid "" +"Unable to find the .NET assemblies directory.\n" +"Make sure the '%s' directory exists and contains the .NET assemblies." +msgstr "" +"Não foi possível encontrar o diretório de assemblies .NET.\n" +"Confirme que o diretório '%s' existe e contém os assemblies .NET." + msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" @@ -14070,6 +14421,9 @@ msgstr "Executando no dispositivo..." msgid "Could not execute on device." msgstr "Não foi possível executar no dispositivo." +msgid "Exporting to Android when using C#/.NET is experimental." +msgstr "Exportar para Android usando C#/.NET é experimental." + msgid "" "Android build template not installed in the project. Install it from the " "Project menu." @@ -14278,6 +14632,9 @@ msgstr "Identificador Inválido:" msgid "Export Icons" msgstr "Exportar Ícones" +msgid "Exporting for iOS (Project Files Only)" +msgstr "Exportando para iOS (Arquivos do Projeto Apenas)" + msgid "Prepare Templates" msgstr "Preparando Modelos" @@ -14307,6 +14664,12 @@ msgstr "" ".ipa só pode ser criado no macOS. Saindo do projeto Xcode sem compilar o " "pacote." +msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS." +msgstr "Exportar para iOS usando C#/.NET é experimental e requer macOS." + +msgid "Exporting to iOS when using C#/.NET is experimental." +msgstr "Exportar para iOS usando C#/.NET é experimental." + msgid "Identifier is missing." msgstr "Identificador está ausente." diff --git a/editor/translations/editor/ro.po b/editor/translations/editor/ro.po index a8930aa1fa8..d56f6b35d1e 100644 --- a/editor/translations/editor/ro.po +++ b/editor/translations/editor/ro.po @@ -15,7 +15,7 @@ # f0roots , 2020. # Gigel2 , 2020. # R3ktGamerRO , 2021. -# FlooferLand , 2021, 2022. +# FlooferLand , 2021, 2022, 2024. # N3mEee , 2021. # Psynt , 2022. # Ilie Adrian Avramescu , 2022. @@ -35,8 +35,8 @@ 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: 2023-12-15 13:10+0000\n" -"Last-Translator: Vasile Milea \n" +"PO-Revision-Date: 2024-02-10 09:01+0000\n" +"Last-Translator: FlooferLand \n" "Language-Team: Romanian \n" "Language: ro\n" @@ -45,7 +45,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n==1 ? 0 : (n==0 || (n%100 > 0 && n%100 < " "20)) ? 1 : 2;\n" -"X-Generator: Weblate 5.3\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" msgstr "Fir principal" @@ -762,9 +762,15 @@ msgstr "Ești sigur că vrei să ștergi toate conexiunile de la acest semnal?" msgid "Disconnect All" msgstr "Deconectați Toate" +msgid "Copy Name" +msgstr "Copiați Numele" + msgid "Edit..." msgstr "Modificare..." +msgid "Change Type of \"%s\"" +msgstr "Schimbă Tipul lui \"%s\"" + msgid "Change" msgstr "Schimbați" @@ -774,6 +780,9 @@ msgstr "Creați %s Nou" msgid "No results for \"%s\"." msgstr "Niciun rezultat pentru \"%s\"." +msgid "This class is marked as experimental." +msgstr "Această clasă este marcată ca experimentală." + msgid "No description available for %s." msgstr "Nu exista o descriere pentru %s." @@ -792,6 +801,9 @@ msgstr "Potriviri:" msgid "Description:" msgstr "Descriere:" +msgid "Debugger" +msgstr "Debugger" + msgid "Debug" msgstr "Depanare" diff --git a/editor/translations/editor/ru.po b/editor/translations/editor/ru.po index 104927a14ed..e7eb5c7d219 100644 --- a/editor/translations/editor/ru.po +++ b/editor/translations/editor/ru.po @@ -165,26 +165,28 @@ # Daniil Zimchuk , 2023. # Иван Жиляк , 2023. # Ilia Brykin , 2023. -# Ruslan , 2023. +# Ruslan , 2023, 2024. # DLushin , 2023. # a-d-polevoi , 2023. # "Станислав Л." , 2023. # MaksKraft , 2024. +# Dmitry , 2024. +# John Blacko , 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: 2024-01-08 20:42+0000\n" -"Last-Translator: MaksKraft \n" +"PO-Revision-Date: 2024-02-08 17:45+0000\n" +"Last-Translator: Ruslan \n" "Language-Team: Russian \n" "Language: ru\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " -"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" +"Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && " +"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n" "X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" @@ -260,7 +262,7 @@ msgid "Joystick 4 X-Axis" msgstr "Ось X джойстика 4" msgid "Joystick 4 Y-Axis" -msgstr "Ось Y джойстика 3" +msgstr "Ось Y джойстика 4" msgid "Unknown Joypad Axis" msgstr "Неизвестная ось джойстика" @@ -2085,7 +2087,7 @@ msgid "Gold Members" msgstr "Члены золотого уровня" msgid "Donors" -msgstr "Доноры" +msgstr "Спонсоры" msgid "License" msgstr "Лицензия" @@ -3688,6 +3690,21 @@ msgstr "" "Невозможно записать в файл '%s', файл используется, заблокирован или " "отсутствуют разрешения." +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 "" +"Изменение отрисовщика требует перезапуска редактора\n" +"\n" +"Выбор Сохранение и Перезапуск поменяет метод отрисовки на:\n" +"- Настольные платформы: %s\n" +"- Мобильные платформы: %s\n" +"- Веб-платформы: gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3697,6 +3714,9 @@ msgstr "Мобильные устройства" msgid "Compatibility" msgstr "Совместимость" +msgid "(Overridden)" +msgstr "(Overridden)" + msgid "Pan View" msgstr "Панорамировать вид" @@ -3875,6 +3895,21 @@ msgstr "О Godot" msgid "Support Godot Development" msgstr "Поддержать разработку Godot" +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 "" +"Выберите метод отрисовки.\n" +"\n" +"Примечания:\n" +"- На мобильных платформах используется метод отрисовки Mobile, если Forward+ " +"выбран здесь.\n" +"- На веб-платформе всегда используется метод отрисовки Compatibility." + msgid "Update Continuously" msgstr "Непрерывное обновление" diff --git a/editor/translations/editor/tr.po b/editor/translations/editor/tr.po index f700e54e55e..397bc030d5b 100644 --- a/editor/translations/editor/tr.po +++ b/editor/translations/editor/tr.po @@ -96,7 +96,7 @@ # atahanacar , 2023. # efella , 2023. # Black , 2023. -# Yılmaz Durmaz , 2023. +# Yılmaz Durmaz , 2023, 2024. # ErcanPasha , 2023. # Yoldaş Ulaş , 2023. # Mertcan YILDIRIM , 2023. @@ -111,7 +111,7 @@ 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: 2023-12-11 09:59+0000\n" +"PO-Revision-Date: 2024-02-17 15:01+0000\n" "Last-Translator: Yılmaz Durmaz \n" "Language-Team: Turkish \n" @@ -120,7 +120,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.4\n" msgid "Main Thread" msgstr "Ana İş Parçası" @@ -3623,6 +3623,22 @@ msgid "" msgstr "" "'%s' dosyasına yazılamıyor; dosya kullanımda, kilitli veya izinler eksik." +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 "" +"İşleyiciyi değiştirmek, düzenleyicinin yeniden başlatılmasını gerektirir.\n" +"\n" +"Kaydet ve Yeniden Başlat'ın seçilmesi, işleme yöntemini şu şekilde " +"değiştirecektir:\n" +"- Masaüstü platformları: %s\n" +"- Mobil platformlar: %s\n" +"- Web platformu: gl_compatibility" + msgid "Forward+" msgstr "İleri+" @@ -3632,6 +3648,9 @@ msgstr "Mobil" msgid "Compatibility" msgstr "Uyumluluk" +msgid "(Overridden)" +msgstr "(Özel ayarlanmış)" + msgid "Pan View" msgstr "Görünümü Kaydır" @@ -3809,6 +3828,21 @@ msgstr "Godot Hakkında" msgid "Support Godot Development" msgstr "Godot'yu Geliştirmeye Destek Olun" +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 "" +"Bir işleme yöntemi seçin.\n" +"\n" +"Notlar:\n" +"- Mobil platformlar için, eğer burada İleri+ seçilirse Mobil işleme yöntemi " +"kullanılır.\n" +"- Web platformunda, her zaman Uyumluluk işleme yöntemi kullanılır." + msgid "Update Continuously" msgstr "Sürekli Güncelle" @@ -14913,6 +14947,14 @@ msgstr "" "\"En Küçük SDK\" değeri %d 'den büyük veya ona eşit olmalıdır (\"%s\" " "işleyicisi için)." +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 "" +"Proje ismi, paket adı biçimi gereksinimlerini karşılamıyor ve \"%s\" olarak " +"güncellenecektir. Gerekirse lütfen paket adını açık şekilde belirtin." + msgid "Code Signing" msgstr "Kod İmzalama" diff --git a/editor/translations/editor/uk.po b/editor/translations/editor/uk.po index d80cd5351b5..8a6d53b768f 100644 --- a/editor/translations/editor/uk.po +++ b/editor/translations/editor/uk.po @@ -42,21 +42,22 @@ # сэр Аноним , 2024. # EmerickGrimm , 2024. # Yulian , 2024. +# Bogdan , 2024. msgid "" msgstr "" "Project-Id-Version: Ukrainian (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-02-01 17:01+0000\n" -"Last-Translator: сэр Аноним \n" +"PO-Revision-Date: 2024-02-11 04:06+0000\n" +"Last-Translator: Bogdan \n" "Language-Team: Ukrainian \n" "Language: uk\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " -"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" +"Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && " +"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n" "X-Generator: Weblate 5.4-dev\n" msgid "Main Thread" @@ -2020,6 +2021,9 @@ msgstr "Пакунок «%s» успішно встановлено!" msgid "Success!" msgstr "Успіх!" +msgid "Asset:" +msgstr "Ассет:" + msgid "Open the list of the asset contents and select which files to install." msgstr "" "Відкрийте список вмісту ресурсу і виберіть файли, які потрібно встановити." @@ -2289,11 +2293,14 @@ msgstr "Шрифти SIL Graphite" msgid "Multi-channel Signed Distance Field Font Rendering" msgstr "Багатоканальна візуалізація шрифтів полів зі знаками відстані" +msgid "3D Nodes as well as RenderingServer access to 3D features." +msgstr "3D Вузли, а також СерверРендерінгу отримують доступ до 3D-функцій." + msgid "2D Physics nodes and PhysicsServer2D." -msgstr "Вузли 2D фізики та PhysicsServer2D." +msgstr "Вузли 2D фізики та Сервер 2D фізики." msgid "3D Physics nodes and PhysicsServer3D." -msgstr "Вузли 3D-фізики та PhysicsServer3D." +msgstr "Вузли 3D-фізики та Сервер 3D фізики." msgid "Navigation, both 2D and 3D." msgstr "Навігація, як 2D, так і 3D." @@ -3569,6 +3576,9 @@ msgstr "Мобільний" msgid "Compatibility" msgstr "Сумісність" +msgid "(Overridden)" +msgstr "(Перевизначенно)" + msgid "Pan View" msgstr "Панорамування зображення" @@ -14517,6 +14527,14 @@ msgstr "" msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "\"Min SDK\" має бути більшим або рівним %d для рендеру \"%s\"." +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 "" +"Назва проекту не відповідає вимогам до формату назви пакету та буде замінено " +"на \"%s\". Будь ласка, вкажіть іншу назву пакету, якщо потрібно." + msgid "Code Signing" msgstr "Підписання коду" diff --git a/editor/translations/editor/vi.po b/editor/translations/editor/vi.po index 455913fa9d5..0f5d7b77fe5 100644 --- a/editor/translations/editor/vi.po +++ b/editor/translations/editor/vi.po @@ -37,13 +37,15 @@ # Phaspez , 2023. # phamminhkha , 2023. # Ziyn , 2024. +# NGUYEN THANH VAN , 2024. +# Trần Đức Minh Nhật , 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: 2024-01-07 19:06+0000\n" -"Last-Translator: Ziyn \n" +"PO-Revision-Date: 2024-02-14 08:02+0000\n" +"Last-Translator: Trần Đức Minh Nhật \n" "Language-Team: Vietnamese \n" "Language: vi\n" @@ -155,6 +157,9 @@ msgstr "Hướng dẫn, Sony PS, Xbox Home" msgid "Start, Xbox Menu, Nintendo +" msgstr "Bắt đầu, Xbox Menu, Nintendo +" +msgid "Left Shoulder, Sony L1, Xbox LB" +msgstr "Bộ giảm chấn bên trái, Sony L1, Xbox LB" + msgid "D-pad Up" msgstr "D-pad Trên" @@ -171,10 +176,13 @@ msgid "Pressure:" msgstr "Áp lực:" msgid "canceled" -msgstr "Huỷ bỏ" +msgstr "huỷ bỏ" msgid "touched" -msgstr "Đã chạm" +msgstr "dã chạm" + +msgid "released" +msgstr "được thả ra" msgid "Magnify Gesture at (%s) with factor %s" msgstr "Cử chỉ Phóng to tại (%s) với hệ số (%s)" @@ -221,6 +229,9 @@ msgstr "Lên trang" msgid "Page Down" msgstr "Xuống trang" +msgid "Home" +msgstr "Đầu" + msgid "End" msgstr "Cuối" @@ -257,6 +268,18 @@ msgstr "Thụt lề" msgid "Delete" msgstr "Xóa" +msgid "Delete Word" +msgstr "Xoá Chữ" + +msgid "Caret Add Above" +msgstr "Thêm con trỏ ở phía trên" + +msgid "Scroll Up" +msgstr "Kéo Lên" + +msgid "Scroll Down" +msgstr "Kéo Xuống" + msgid "Select All" msgstr "Chọn Toàn Bộ" @@ -269,6 +292,9 @@ msgstr "Xoá các nút" msgid "Refresh" msgstr "Làm mới" +msgid "Invalid input %d (not passed) in expression" +msgstr "Đầu vào %d không hợp lệ (không được thông qua) trong biểu thức" + msgid "Invalid operands to operator %s, %s and %s." msgstr "Toán hạng không hợp lệ cho toán tử %s, %s và %s." @@ -285,7 +311,10 @@ msgid "On call to '%s':" msgstr "Khi gọi đến '%s':" msgid "Built-in script" -msgstr "Tập lệnh có sẵn:" +msgstr "Script tích hợp sắn" + +msgid "Built-in" +msgstr "Tích hợp sẵn" msgid "B" msgstr "B" @@ -311,6 +340,10 @@ msgstr "EiB" msgid "Example: %s" msgstr "Ví dụ: %s" +msgid "%d item" +msgid_plural "%d items" +msgstr[0] "%d mục" + msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" @@ -319,9 +352,15 @@ msgstr "Tên hành động không được trống hoặc chứa '/', ':', '=', msgid "An action with the name '%s' already exists." msgstr "Hành động với tên '%s' đã tồn tại." +msgid "Revert Action" +msgstr "Hoàn lại Hành động" + msgid "Add Event" msgstr "Thêm Sự kiện" +msgid "Cannot Remove Action" +msgstr "Không thể gỡ bỏ Hành động" + msgid "Filter by name..." msgstr "Lọc theo tên..." @@ -424,6 +463,9 @@ msgstr "Bọc vòng lặp (Nội suy kết thúc với việc bắt đầu vòng msgid "Remove this track." msgstr "Bỏ track này." +msgid "Time (s):" +msgstr "Thời gian (s):" + msgid "Scale:" msgstr "Tỷ lệ:" @@ -531,6 +573,9 @@ msgstr "Đường dẫn Track không hợp lệ, không thể thêm khoá phươ msgid "Add Method Track Key" msgstr "Thêm khoá Method Track" +msgid "Method not found in object:" +msgstr "Không tìm thấy phương thức trong đối tượng:" + msgid "Position" msgstr "Vị trí" @@ -665,6 +710,10 @@ msgstr "Dòng số:" msgid "%d replaced." msgstr "Đã thay %d." +msgid "%d of %d match" +msgid_plural "%d of %d matches" +msgstr[0] "%d trên %d kết quả trùng khớp" + msgid "Match Case" msgstr "Khớp Trường Hợp" @@ -798,6 +847,9 @@ msgstr "Hủy kết nối" msgid "Connect a Signal to a Method" msgstr "Kết nối tín hiệu vào một hàm" +msgid "Edit Connection: '%s'" +msgstr "Chỉnh sửa kết nối: '%s'" + msgid "Are you sure you want to remove all connections from the \"%s\" signal?" msgstr "Bạn muốn xoá tất cả kết nối từ tín hiệu \"%s\"?" @@ -933,6 +985,15 @@ msgstr "Cảnh báo:" msgid "Error:" msgstr "Lỗi:" +msgid "%s Source" +msgstr "Nguồn %s" + +msgid "%s Source:" +msgstr "Nguồn %s:" + +msgid "Line %d" +msgstr "Dòng %d" + msgid "Copy Error" msgstr "Sao chép lỗi" @@ -1091,6 +1152,9 @@ msgstr "Tài nguyên không có quyền sở hữu rõ ràng:" msgid "Could not create folder." msgstr "Không thể tạo folder." +msgid "Create new folder in %s:" +msgstr "Tạo thư mục mới ở %s:" + msgid "Create Folder" msgstr "Tạo thư mục" @@ -1157,15 +1221,24 @@ msgstr "Thành phần" msgid "Licenses" msgstr "Các giấy phép" +msgid "Error opening asset file for \"%s\" (not in ZIP format)." +msgstr "Lỗi mở tệp nội dung của \"%s\" (không phải định dạng ZIP)." + msgid "%s (already exists)" msgstr "%s (đã tồn tại)" msgid "Uncompressing Assets" msgstr "Giải nén tài nguyên" +msgid "The following files failed extraction from asset \"%s\":" +msgstr "Các tệp sau không thể trích xuất từ gói \"%s\":" + msgid "(and %s more files)" msgstr "(và %s tệp nữa)" +msgid "Asset \"%s\" installed successfully!" +msgstr "Cài đặt gói \"%s\" thành công!" + msgid "Success!" msgstr "Thành công!" @@ -1323,6 +1396,9 @@ msgstr "Tên Node:" msgid "Global Variable" msgstr "Biến toàn cục" +msgid "3D Engine" +msgstr "Phần mềm 3D" + msgid "Navigation" msgstr "Điều hướng" @@ -1353,6 +1429,13 @@ msgstr "Phát hiện từ dự án" msgid "Export Profile" msgstr "Xuất hồ sơ" +msgid "" +"Failed to execute command \"%s\":\n" +"%s." +msgstr "" +"Không thể thực hiện lệnh \"%s\":\n" +"%s." + msgid "Filter Commands" msgstr "Lọc lệnh" @@ -1499,6 +1582,9 @@ msgstr "" msgid "(Re)Importing Assets" msgstr "Nhập lại tài nguyên" +msgid "Import resources of type: %s" +msgstr "Nhập vào tài nguyên của dạng: %s" + msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" "Giá trị này là một số nguyên được tính như là bitmask của những flags sau." @@ -1657,6 +1743,10 @@ msgstr "Cài đặt Tông màu" msgid "Pinning a value forces it to be saved even if it's equal to the default." msgstr "Ghim giá trị khiến nó phải được lưu dù nó bằng giá trị mặc định." +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d thay đổi)" + msgid "Move Up" msgstr "Nâng nút lên" @@ -1666,9 +1756,18 @@ msgstr "Hạ nút xuống" msgid "Resize Array" msgstr "Thay đổi kích thước mảng" +msgid "Element %s" +msgstr "Yếu tố %s" + msgid "Set %s" msgstr "Gán %s" +msgid "Set Multiple: %s" +msgstr "Gán nhiều: %s" + +msgid "Remove metadata %s" +msgstr "Loại bỏ siêu dữ liệu %s" + msgid "Pinned %s" msgstr "Đã ghim %s" @@ -1845,9 +1944,15 @@ msgstr "Cảnh hiện tại chưa được lưu. Vẫn mở chứ?" msgid "Nothing to undo." msgstr "Không có gì để hoàn tác." +msgid "Remote Undo: %s" +msgstr "Hoàn tác từ xa: %s" + msgid "Nothing to redo." msgstr "Không có gì để làm lại." +msgid "Remote Redo: %s" +msgstr "Làm lại từ xa: %s" + msgid "Can't reload a scene that was never saved." msgstr "Không thể nạp một cảnh chưa lưu bao giờ." @@ -1864,9 +1969,15 @@ msgstr "" msgid "Save & Reload" msgstr "Lưu & tải lại" +msgid "Save modified resources before reloading?" +msgstr "Lưu các tài nguyên đã được thay đổi trước khi tải lại?" + msgid "Save & Quit" msgstr "Lưu & Thoát" +msgid "Save modified resources before closing?" +msgstr "Lưu các tài nguyên đã được thay đổi trước khi đóng?" + msgid "Save changes to the following scene(s) before reloading?" msgstr "Lưu thay đổi trong các cảnh sau trước khi thoát không?" @@ -1970,6 +2081,9 @@ msgstr "Mặc định" msgid "Save & Close" msgstr "Lưu & Đóng" +msgid "Save before closing?" +msgstr "Lưu trước khi đóng?" + msgid "%d more files or folders" msgstr "%d tệp hoặc thư mục nữa" @@ -2243,6 +2357,9 @@ msgstr "Sửa văn bản:" msgid "On" msgstr "Bật" +msgid "Renaming layer %d:" +msgstr "Đổi tên lớp %d:" + msgid "No name provided." msgstr "Không có tên được cung cấp." @@ -2255,6 +2372,9 @@ msgstr "Bit %d, giá trị %d" msgid "Rename" msgstr "Đổi tên" +msgid "Layer %d" +msgstr "Lớp %d" + msgid "Assign..." msgstr "Gán..." @@ -2274,6 +2394,9 @@ msgstr "Chọn cổng xem" msgid "Selected node is not a Viewport!" msgstr "Nút được chọn không phải Cổng xem!" +msgid "Size:" +msgstr "Kích thước:" + msgid "Remove Item" msgstr "Gõ bỏ Mục" @@ -2286,6 +2409,9 @@ msgstr "Giá trị mới:" msgid "Add Key/Value Pair" msgstr "Thêm cặp Khoá/Giá trị" +msgid "Localizable String (size %d)" +msgstr "Xâu có thể bản địa hóa (kích cỡ %d)" + msgid "" "The selected resource (%s) does not match any type expected for this property " "(%s)." @@ -2322,6 +2448,12 @@ msgstr "Ghi logic của bạn trong hàm _run()." msgid "There is an edited scene already." msgstr "Đã có một cảnh được chỉnh sửa." +msgid "Edit Built-in Action: %s" +msgstr "Chỉnh sửa hành động tính hợp sẵn: %s" + +msgid "Edit Shortcut: %s" +msgstr "Chỉnh sửa lối tắt: %s" + msgid "Editor Settings" msgstr "Cài đặt Trình biên tập" @@ -2346,21 +2478,42 @@ msgstr "Thiết bị" msgid "Filter by event..." msgstr "Lọc theo sự kiện..." +msgid "Storing File: %s" +msgstr "Lưu trữ tệp tin: %s" + msgid "Storing File:" msgstr "Lưu trữ tệp tin:" msgid "No export template found at the expected path:" msgstr "Không thấy bản mẫu xuất nào ở đường dẫn mong đợi:" +msgid "Could not open file to read from path \"%s\"." +msgstr "Không thể mở tệp tin để đọc từ đường dẫn \"%s\"." + msgid "Packing" msgstr "Đóng gói" +msgid "Cannot create file \"%s\"." +msgstr "Không thể tạo tệp tin \"%s\"." + +msgid "Can't open file for writing at path \"%s\"." +msgstr "Không thể mở tệp tin để ghi ở đường dẫn \"%s\"." + +msgid "Can't open file for reading-writing at path \"%s\"." +msgstr "Không thể mở tệp tin để ghi và đọc ở đường dẫn \"%s\"." + +msgid "Can't open file to read from path \"%s\"." +msgstr "Không thể mở tệp tin để đọc từ đường dẫn \"%s\"." + msgid "Custom debug template not found." msgstr "Không tìm thấy bản mẫu gỡ lỗi tuỳ chỉnh." msgid "Custom release template not found." msgstr "Không tìm thấy bản mẫu phát hành tùy chỉnh." +msgid "Template file not found: \"%s\"." +msgstr "Không tìm thấy tệp bản mẫu: \"%s\"." + msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "Ở các bản xuất 32-bit thì PCK được nhúng vào không thể lớn hơn 4 GiB." @@ -2370,6 +2523,9 @@ msgstr "Mở thư mục chứa các bản mẫu này." msgid "Uninstall these templates." msgstr "Gỡ cài đặt các bản mẫu này." +msgid "There are no mirrors available." +msgstr "Không có máy chủ có sẵn." + msgid "Error requesting URL:" msgstr "Lỗi khi yêu cầu đường dẫn:" @@ -2500,12 +2656,19 @@ msgstr "" "Bản mẫu sẽ tiếp tục được tải xuống.\n" "Bạn có thể thấy trình chỉnh sửa hơi bị đơ khi tải xong." +msgid "" +"Target platform requires '%s' texture compression. Enable 'Import %s' to fix." +msgstr "Nền tảng yêu cầu dùng kiểu nén bề mặt '%s'. Bật 'Nhập %s' để sửa." + msgid "Runnable" msgstr "Chạy được" msgid "Resources to export:" msgstr "Tài nguyên để xuất:" +msgid "%s Export" +msgstr "Xuất cho %s" + msgid "Release" msgstr "Phát hành" @@ -2616,9 +2779,20 @@ msgstr "Lỗi di chuyển:" msgid "Error duplicating:" msgstr "Lỗi nhân bản:" +msgid "Failed to save resource at %s: %s" +msgstr "Thất bại khi lưu tài nguyên ở %s: %s" + +msgid "Failed to load resource at %s: %s" +msgstr "Thất bại khi tải tài nguyên ở %s: %s" + msgid "A file or folder with this name already exists." msgstr "Đã có một têp tin hoặc thư mục trùng tên." +msgid "" +"The following files or folders conflict with items in the target location " +"'%s':" +msgstr "Các tệp hoặc thư mục sau gây xung đột với các mục ở vị trí đích '%s':" + msgid "Duplicating file:" msgstr "Tạo bản sao tệp tin:" @@ -2637,6 +2811,9 @@ msgstr "Chỉnh sửa các phần phụ thuộc..." msgid "View Owners..." msgstr "Xem các scene sở hữu..." +msgid "Create New" +msgstr "Tạo Mới" + msgid "Script..." msgstr "Tập lệnh..." @@ -2891,12 +3068,22 @@ msgstr "Cửa sổ mới" msgid "Add a new scene." msgstr "Thêm cảnh mới." +msgid "" +"Hold %s to round to integers.\n" +"Hold Shift for more precise changes." +msgstr "" +"Giữ \"%s\" để làm tròn về số nguyên.\n" +"Giữ Shift để chỉnh sửa tỉ mỉ hơn." + msgid "Unlock Node" msgstr "Mở khoá nút" msgid "Node configuration warning:" msgstr "Cảnh báo cấu hình nút:" +msgid "Click to show signals dock." +msgstr "Nhấp để hiện khung tín hiệu." + msgid "Open in Editor" msgstr "Mở trong Trình biên soạn" @@ -2932,6 +3119,9 @@ msgstr "Cảnh báo cấu hình nút!" msgid "Select a Node" msgstr "Chọn một Nút" +msgid "Audio Stream Importer: %s" +msgstr "Trình nhập âm thanh: %s" + msgid "Offset:" msgstr "Độ dời:" @@ -2962,6 +3152,9 @@ msgstr "2D" msgid "3D" msgstr "3D" +msgid "Import ID: %s" +msgstr "Nhập ID: %s" + msgid "Importer:" msgstr "Công cụ nhập:" @@ -3010,6 +3203,9 @@ msgstr "Lịch sử các đối tượng được chỉnh sửa gần đây." msgid "This cannot be undone. Are you sure?" msgstr "Việc này không thể hoàn tác. Bạn chắc chắn chưa?" +msgid "Add %d Translations" +msgstr "Thêm Bản dịch cho %d" + msgid "Remove Translation" msgstr "Xóa bản dịch" @@ -3028,6 +3224,9 @@ msgstr "Tài nguyên:" msgid "Locale" msgstr "Vùng vị trí" +msgid "Set %s on %d nodes" +msgstr "Chỉnh %s trên %d nút" + msgid "%s (%d Selected)" msgstr "%s(%d Đã chọn)" @@ -3172,6 +3371,9 @@ msgstr "Xóa tam giác và các điểm." msgid "Generate blend triangles automatically (instead of manually)" msgstr "Tự động tạo tam giác trộn (thay vì phải vất vả thủ công)" +msgid "Parameter Changed: %s" +msgstr "Tham số thay đổi: %s" + msgid "Output node can't be added to the blend tree." msgstr "Nút đầu ra không thể thêm vào Cây Trộn." @@ -3230,9 +3432,30 @@ msgstr "Thêm Nút ..." msgid "Enable Filtering" msgstr "Kích hoạt lọc" +msgid "Animation with the same name already exists." +msgstr "Cử động cùng tên đã tồn tại." + +msgid "Add Animation to Library: %s" +msgstr "Thêm cử động vào Thư viện: %s" + +msgid "Add Animation Library: %s" +msgstr "Thêm Thư viện Cử động: %s" + msgid "Load Animation" msgstr "Nạp hoạt hình" +msgid "Load Animation into Library: %s" +msgstr "Tải Cử động vào Thư viện: %s" + +msgid "Save Animation to File: %s" +msgstr "Lưu Cử động vào tệp tin: %s" + +msgid "Rename Animation Library: %s" +msgstr "Đổi tên Thư viện Cử động: %s" + +msgid "Rename Animation: %s" +msgstr "Đổi tên Cử động: %s" + msgid "Animation Name:" msgstr "Tên hoạt hình:" @@ -3242,6 +3465,12 @@ msgstr "Đã dán hoạt hình" msgid "Open in Inspector" msgstr "Mở trong Trình kiểm tra" +msgid "Remove Animation Library: %s" +msgstr "Loại bỏ Thư viện Cử động: %s" + +msgid "Remove Animation from Library: %s" +msgstr "Loại bỏ Cử động khỏi Thư viện: %s" + msgid "Toggle Autoplay" msgstr "Chuyển đổi Tự động chạy" @@ -3257,12 +3486,18 @@ msgstr "Đổi tên hoạt hình" msgid "Change Animation Name:" msgstr "Đổi tên Hoạt ảnh:" +msgid "Delete Animation '%s'?" +msgstr "Xoá Cử động '%s'?" + msgid "Remove Animation" msgstr "Loại bỏ hoạt hình" msgid "Invalid animation name!" msgstr "Tên Hoạt ảnh không hợp lệ!" +msgid "Animation '%s' already exists!" +msgstr "Cử động '%s' đã tồn tại!" + msgid "Duplicate Animation" msgstr "Nhân đôi hoạt hình" @@ -3350,6 +3585,9 @@ msgstr "Di chuyển Nút" msgid "Transition exists!" msgstr "Chuyển tiếp đã tồn tại!" +msgid "Edit %s" +msgstr "Chỉnh sửa %s" + msgid "Add Transition" msgstr "Thêm Chuyển tiếp" @@ -3380,6 +3618,9 @@ msgstr "Kết nối các nút." msgid "Remove selected node or transition." msgstr "Xoá nút và chuyển tiếp đã chọn." +msgid "Transition:" +msgstr "Chuyển tiếp:" + msgid "Play Mode:" msgstr "Chế độ chơi:" @@ -3509,6 +3750,9 @@ msgstr "Đang tải..." msgid "All" msgstr "Tất cả" +msgid "No results for \"%s\" for support level(s): %s." +msgstr "Không tìm thấy kết quả cho \"%s\" ở mức hỗ trợ: %s." + msgid "Import..." msgstr "Nhập..." @@ -3626,9 +3870,65 @@ msgstr "Dán tư thé" msgid "Clear Guides" msgstr "Xóa hết đường căn" +msgid "Create Custom Bone2D(s) from Node(s)" +msgstr "Tạo Bone2D tuỳ chỉnh từ Node" + +msgid "Zoom to 3.125%" +msgstr "Thu nhỏ đến 3.125%" + +msgid "Zoom to 6.25%" +msgstr "Thu nhỏ đến 6.25%" + +msgid "Zoom to 12.5%" +msgstr "Thu nhỏ đến 12.5%" + +msgid "Zoom to 25%" +msgstr "Thu nhỏ đến 25%" + +msgid "Zoom to 50%" +msgstr "Thu nhỏ đến 50%" + +msgid "Zoom to 100%" +msgstr "Phóng to đến 100%" + +msgid "Zoom to 200%" +msgstr "Phóng to đến 200%" + +msgid "Zoom to 400%" +msgstr "Phóng to đến 400%" + +msgid "Zoom to 800%" +msgstr "Phóng to đến 800%" + +msgid "Zoom to 1600%" +msgstr "Phóng to đến 1600%" + +msgid "Center View" +msgstr "Góc nhìn ở Giữa" + msgid "Select Mode" msgstr "Chế độ chọn" +msgid "Drag: Rotate selected node around pivot." +msgstr "Kéo: quay nút được chọn quanh chốt." + +msgid "Alt+Drag: Move selected node." +msgstr "Alt+Kéo: Di chuyển nút đang chọn." + +msgid "Alt+Drag: Scale selected node." +msgstr "Alt+Kéo: Chỉnh sửa tỉ lệ nút đang chọn." + +msgid "V: Set selected node's pivot position." +msgstr "V: cài đặt vị trí chốt của nút đang chọn." + +msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." +msgstr "" +"Alt+nút chuột phải: Hiển thị danh sách tất cả các nút tại vị trí được nhấp " +"chuột vào, kể cả những nút đang bị khóa." + +msgid "RMB: Add node at position clicked." +msgstr "Nút chuột phải: thên nút tại vị trí nhấp chuột." + msgid "Move Mode" msgstr "Chế độ Di chuyển" @@ -3638,6 +3938,13 @@ msgstr "Chế độ Xoay" msgid "Scale Mode" msgstr "Chế độ căn Tỉ lệ" +msgid "Shift: Scale proportionally." +msgstr "Shift: Chỉnh sửa tỉ lệ một cách tương xứng." + +msgid "Show list of selectable nodes at position clicked." +msgstr "" +"Hiển thị danh sách tất cả đối tượng có thể chọn tại vị trí đã nhấp chuột." + msgid "Pan Mode" msgstr "Chế độ Xoay" @@ -3755,6 +4062,9 @@ msgstr "Chia đôi bước lưới" msgid "Adding %s..." msgstr "Đang thêm %s..." +msgid "Hold %s when dropping to add as child of selected node." +msgstr "Giữ %s khi thả đề thêm dưới dạng con của nút đang chọn." + msgid "Cannot instantiate multiple nodes without root." msgstr "Không thể khởi tạo nhiều nút mà không có nút gốc." @@ -3876,6 +4186,9 @@ msgstr "" "Khi bật tùy chọn này, các lưới/đa giác điều hướng sẽ hiển thị trong dự án " "đang chạy." +msgid "Debug CanvasItem Redraws" +msgstr "Gỡ lỗi CanvasItem Redraws" + msgid "Synchronize Scene Changes" msgstr "Đồng bộ hóa các thay đổi lên Cảnh" @@ -3893,10 +4206,26 @@ msgstr "" msgid "Synchronize Script Changes" msgstr "Đồng bộ hóa thay đổi trong tập lệnh" +msgid "Run %d Instance" +msgid_plural "Run %d Instances" +msgstr[0] "Chạy %d Thực thể" + +msgid "Size: %s" +msgstr "Kích thước: %s" + +msgid "Type: %s" +msgstr "Kiểu: %s" + +msgid "Overrides (%d)" +msgstr "Ghi đè (%d)" + msgctxt "Locale" msgid "Add Script" msgstr "Thêm hệ chữ viết" +msgid "Variation Coordinates (%d)" +msgstr "Các biến thể tọa độ (%d)" + msgid " - Variation" msgstr " - Biến" @@ -3930,6 +4259,9 @@ msgstr "Các điểm bề mặt" msgid "Volume" msgstr "Âm lượng" +msgid "Emission Source:" +msgstr "Nguồn phát:" + msgid "Mesh is empty!" msgstr "Lưới trống!" @@ -4078,12 +4410,24 @@ msgstr "Kích thước: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Các đối tượng: %d\n" +msgid "Draw Calls: %d" +msgstr "Lượt gọi Vẽ: %d" + msgid "None" msgstr "Không có" msgid "Rotating %s degrees." msgstr "Xoay %s độ." +msgid "Translating %s." +msgstr "Dịch %s." + +msgid "Rotating %f degrees." +msgstr "Xoay %f độ." + +msgid "Scaling %s." +msgstr "Chia tỉ lệ %s." + msgid "Lock View Rotation" msgstr "Khóa xoay ở chế độ xem" @@ -4645,6 +4989,9 @@ msgstr "Tạo LightOccluder2D" msgid "LightOccluder2D Preview" msgstr "Xem trước LightOccluder2D" +msgid "Can't convert an empty sprite to mesh." +msgstr "Không thể chuyển sprite trống thành mesh." + msgid "Invalid geometry, can't replace by mesh." msgstr "Hình không hợp lệ, không thể thay thế bằng lưới." @@ -4666,6 +5013,15 @@ msgstr "Hình học không rõ, không thể tạo bộ tỏa ánh sáng." msgid "Create LightOccluder2D Sibling" msgstr "Tạo LightOccluder2D cùng bậc" +msgid "Simplification:" +msgstr "Đơn giản hóa:" + +msgid "Shrink (Pixels):" +msgstr "Thu nhỏ (Điểm ảnh):" + +msgid "Grow (Pixels):" +msgstr "Phóng to (Điểm ảnh):" + msgid "Update Preview" msgstr "Cập nhật bản xem trước" @@ -4720,6 +5076,9 @@ msgstr "Đặt lại Thu phóng" msgid "Select Frames" msgstr "Chọn Khung hình" +msgid "Frame Order" +msgstr "Thứ tự Khung hình" + msgid "Size" msgstr "Kích thước" @@ -4729,6 +5088,12 @@ msgstr "Tạo Khung hình từ Sprite Sheet" msgid "SpriteFrames" msgstr "Khung hình sprite" +msgid "%s Mipmaps" +msgstr "%s Mipmaps" + +msgid "Memory: %s" +msgstr "Bộ nhớ: %s" + msgid "Set Margin" msgstr "Đặt Lề" @@ -4813,15 +5178,42 @@ msgstr "Lật Ngang" msgid "Flip Vertically" msgstr "Lật Dọc" +msgid "Index: %d" +msgstr "Mục: %d" + +msgid "From Coords" +msgstr "Từ các Tọa độ" + +msgid "Occlusion Layer %d" +msgstr "Lớp Tắc %d" + +msgid "Physics Layer %d" +msgstr "Lớp Vật lý %d" + +msgid "No physics layers" +msgstr "Không có lớp Vật lý" + +msgid "Navigation Layer %d" +msgstr "Lớp Điều hướng %d" + +msgid "Custom Data %d" +msgstr "Dữ liệu tùy chỉnh %d" + msgid "Yes" msgstr "Có" +msgid "ID: %d" +msgstr "ID: %d" + msgid "TileSet" msgstr "Tập gạch" msgid "Error" msgstr "Lỗi" +msgid "Do you want to remove the %s remote?" +msgstr "Bạn có muốn loại bỏ %s từ xa?" + msgid "Apply" msgstr "Áp dụng" @@ -4840,6 +5232,9 @@ msgstr "Đường dẫn khoá SSH riêng tư" msgid "Detect new changes" msgstr "Phát hiện thay đổi mới" +msgid "Permanentally delete my changes" +msgstr "Xoá vĩnh viễn các thay đổi của tôi" + msgid "Branches" msgstr "Nhánh" @@ -4918,9 +5313,18 @@ msgstr "Đặt cổng đầu vào mặc định" msgid "Add Node to Visual Shader" msgstr "Thêm nút vào Visual Shader" +msgid "Add Varying to Visual Shader: %s" +msgstr "Thêm Varying vào Visual Shader: %s" + msgid "Node(s) Moved" msgstr "Nút đã di chuyển" +msgid "Set Constant: %s" +msgstr "Thêm hằng số: %s" + +msgid "Varying with that name is already exist." +msgstr "Varying cùng tên đã tồn tại." + msgid "Vertex" msgstr "Đỉnh" @@ -5026,6 +5430,9 @@ msgstr "Trả về tan nghịch đảo của tham số." msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "Trả về tan hyperbolic nghịch đảo của tham số." +msgid "Returns the result of bitwise NOT (~a) operation on the integer." +msgstr "Trả về kết quả của toán tử bit NOT (~a) của số nguyên." + msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "Trả về số nguyên nhỏ nhất lớn hơn hoặc bằng tham số." @@ -5112,6 +5519,12 @@ msgstr "Trả về tan của tham số." msgid "Returns the hyperbolic tangent of the parameter." msgstr "Trả về tan hyperbol của tham số." +msgid "Returns the result of bitwise AND (a & b) operation for two integers." +msgstr "Trả về kết quả của toán tử bit AND (a & b) của 2 số nguyên." + +msgid "Returns the result of bitwise OR (a | b) operation for two integers." +msgstr "Trả về kết quả của toán tử bit OR (a | b) của 2 số nguyên." + msgid "" "Calculate the outer product of a pair of vectors.\n" "\n" @@ -5185,6 +5598,9 @@ msgstr "" msgid "Returns the vector that points in the direction of refraction." msgstr "Trả về véc tơ chỉ theo hướng khúc xạ." +msgid "Edit Visual Property: %s" +msgstr "Chỉnh sửa Đặc tính Thị giác: %s" + msgid "Bake VoxelGI" msgstr "Tính toán và lưu trữ kết quả ánh sáng và bóng đổ trên khối Voxel" @@ -5226,6 +5642,13 @@ msgstr "Nó là một ý tưởng tuyệt để đặt tên cho dự án của b msgid "Invalid project path (changed anything?)." msgstr "Đường dẫn dự án không hợp lệ (bạn có thay đổi điều gì?)." +msgid "" +"Couldn't load project at '%s' (error %d). It may be missing or corrupted." +msgstr "Không thể tải dự án ở '%s' (lỗi %d). Nó có thể đã bị mất hoặc bị hỏng." + +msgid "Couldn't save project at '%s' (error %d)." +msgstr "Không thể lưu dự án tại '%s' (lỗi %d)." + msgid "Couldn't create project.godot in project path." msgstr "Không thể tạo 'project.godot' trong đường dẫn dự án." @@ -5289,6 +5712,65 @@ msgstr "Dự án cục bộ" msgid "Can't open project at '%s'." msgstr "Không thể mở dự án tại '%s'." +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 "" +"Dự án được chọn \"%s\" không chỉ ra phiên bản Godot được hỗ trợ của nó trong " +"tệp tin cấu hình (\"project.godot\").\n" +"\n" +"Đường dẫn của dự án: %s\n" +"\n" +"Nếu bạn tiếp tục mở nó, dự án sẽ được chuyển đổi theo định dạng tệp tin cấu " +"hình hiện tại của Godot.\n" +"\n" +"Cảnh báo: bạn sẽ không thể mở dự án với các phiên bản trước kia của Godot " +"được nữa." + +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 "" +"Dự án được chọn \"%s\" đã được tạo bởi một phiên bản cũ hơn của Godot, và cần " +"được chuyển đổi để sử dụng cho phiên abnr này.\n" +"\n" +"Dường dẫn của dự án: %s\n" +"\n" +"Bạn có muốn chuyển đổi nó không?\n" +"\n" +"Cảnh báo: bạn sẽ không thể mở dự án với các phiên bản trước kia của Godot " +"được nữa." + +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 "" +"Không thể mở dự án \"%s\" tại đường dẫn:\n" +"\n" +"%s\n" +"\n" +"Các cài đặt của dự án được tạo bởi một phiên bản Godot mới hơn và không còn " +"tương thích với phiên bản này nữa." + msgid "" "Warning: This project was last edited in Godot %s. Opening will change it to " "Godot %s.\n" @@ -5319,6 +5801,9 @@ msgstr "" msgid "Are you sure to run %d projects at once?" msgstr "Bạn có chắc chắn chạy các dự án %d cùng lúc?" +msgid "Remove %d projects from the list?" +msgstr "loại bỏ %d dự án khỏi danh sách?" + msgid "Remove this project from the list?" msgstr "Loại bỏ dự án này ra khỏi danh sách chứ?" @@ -5383,6 +5868,9 @@ msgstr "" "Hiện tại bạn không có bất kỳ dự án nào.\n" "Bạn có muốn xem qua các dự án ví dụ trên Thư Viện không?" +msgid "Create New Tag" +msgstr "Tạo Nhãn Mới" + msgid "Delete Item" msgstr "Xóa Mục" @@ -5519,6 +6007,9 @@ msgstr "Cảnh khởi tạo không thể thành gốc" msgid "Make node as Root" msgstr "Gán nút là nút Gốc" +msgid "Delete %d nodes and any children?" +msgstr "Xoá %d nút và tất cả các con của nó?" + msgid "Delete %d nodes?" msgstr "Xoá %d nút?" @@ -5603,6 +6094,15 @@ msgstr "" msgid "Can't paste root node into the same scene." msgstr "Không thể dán Nút Gốc vào cùng một Cảnh." +msgid "Paste Node(s) as Sibling of %s" +msgstr "Dán nút với tư cách là nút anh chị em của %s" + +msgid "Paste Node(s) as Child of %s" +msgstr "Dán nút với tư cách là nút con của %s" + +msgid " at %s" +msgstr " tại %s" + msgid "Add Child Node..." msgstr "Thêm nút con..." @@ -5666,6 +6166,9 @@ msgstr "Mở tệp lệnh / Chọn vị trí" msgid "Open Script" msgstr "Mở tập lệnh" +msgid "Inherit %s" +msgstr "Kế thừa %s" + msgid "Invalid inherited parent name or path." msgstr "Tên hoặc đường dẫn nút mẹ được kế thừa không hợp lệ." @@ -5730,6 +6233,9 @@ msgstr "Định dạng từ điển không hợp lệ (tệp lệnh không hợp msgid "Invalid instance dictionary (invalid subclasses)" msgstr "Từ điển không hợp lệ (Lớp con không hợp lệ)" +msgid "Value of type '%s' can't provide a length." +msgstr "Giá trị của kiểu '%s' không thể cung cấp chiều dài." + msgid "" "Invalid type argument for is_instance_of(), should be a TYPE_* constant, a " "class or a script." @@ -5770,6 +6276,9 @@ msgstr "Bản đồ Lưới" msgid "GridMap Settings" msgstr "Cài đặt Bản đồ Lưới" +msgid "Integrate indirect lighting %d%%" +msgstr "Tích hợp chiếu sáng gián tiếp %d%%" + msgid "Class name can't be a reserved keyword" msgstr "Tên Lớp không được trùng với từ khóa" @@ -5788,9 +6297,18 @@ msgstr "RPC đi" msgid "Config" msgstr "Cấu hình" +msgid "Invalid property path: '%s'" +msgstr "Đường dẫn thuộc tính không hợp lệ: '%s'" + msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "Phải tạo hoặc đặt một NavigationMesh cho nút này thì nó mới hoạt động." +msgid "Error saving file %s: %s" +msgstr "Lỗi khi lưu tệp %s: %s" + +msgid "Error loading %s: %s." +msgstr "Lỗi khi tải %s: %s." + msgid "Package name is missing." msgstr "Thiếu tên gói." @@ -5827,6 +6345,9 @@ msgstr "Đang gỡ cài đặt..." msgid "Installing to device, please wait..." msgstr "Đang cài vào thiết bị, xin vui lòng chờ..." +msgid "Could not install to device: %s" +msgstr "Không thể cài đặt vào thiệt bị: %s" + msgid "" "Android build template not installed in the project. Install it from the " "Project menu." @@ -5856,6 +6377,9 @@ msgstr "Thiếu thư mục 'build-tools'!" msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "Không tìm thấy lệnh apksigner của bộ Android SDK build-tools." +msgid "Signing release %s..." +msgstr "Đang kí phát hành %s..." + msgid "Exporting for Android" msgstr "Đang xuất sang Android" @@ -5875,6 +6399,12 @@ msgstr "" msgid "Building Android Project (gradle)" msgstr "Đang dựng dự án Android (gradle)" +msgid "Could not find template APK to export: \"%s\"." +msgstr "Không thể tìm bản mẫu APK để xuất: \"%s\"." + +msgid "Adding files..." +msgstr "Đang thêm các tệp..." + msgid "Invalid Identifier:" msgstr "Định danh không hợp lệ:" @@ -5884,9 +6414,54 @@ msgstr "Thiếu định danh." msgid "The character '%s' is not allowed in Identifier." msgstr "Không được phép có kí tự '%s' trong Định danh." +msgid "Could not open file \"%s\"." +msgstr "Không thể mở tệp tin \"%s\"." + +msgid "Failed to open executable file \"%s\"." +msgstr "Thất bại khi mở tệp thực thi \"%s\"." + msgid "Uploading scripts..." msgstr "Đang tải lên tập lệnh..." +msgid "Failed to create \"%s\" subfolder." +msgstr "Thất bại khi tạo thư mục con \"%s\"." + +msgid "Could not find template app to export: \"%s\"." +msgstr "Không thể tìm bản mẫu ứng dụng để xuất: \"%s\"." + +msgid "Could not create directory: \"%s\"." +msgstr "Không thể tạo thư mục: \"%s\"." + +msgid "Could not create directory \"%s\"." +msgstr "Không thể tạo thư mục \"%s\"." + +msgid "Could not created symlink \"%s\" -> \"%s\"." +msgstr "Không thể tạo liên kết tượng trưng \"%s\" -> \"%s\"." + +msgid "Could not open \"%s\"." +msgstr "Không thể mở \"%s\"." + +msgid "Could not open template for export: \"%s\"." +msgstr "Không thể mở bản mẫu để xuất: \"%s\"." + +msgid "Invalid export template: \"%s\"." +msgstr "Bản mẫu để xuất không hợp lệ: \"%s\"." + +msgid "Could not write file: \"%s\"." +msgstr "Không thể viết tệp tin: \"%s\"." + +msgid "Could not read file: \"%s\"." +msgstr "Không thể đọc tệp tin: \"%s\"." + +msgid "Could not read HTML shell: \"%s\"." +msgstr "Không thể đọc được HTML shell: \"%s\"." + +msgid "Could not create HTTP server directory: %s." +msgstr "Không thể tạo thư mục máy chủ HTTP: %s." + +msgid "Error starting HTTP server: %d." +msgstr "Lỗi khi khởi động máy chủ HTTP: %d." + msgid "Stop HTTP Server" msgstr "Dừng Máy chủ HTTP" @@ -5896,6 +6471,36 @@ msgstr "Chạy trong Trình duyệt web" msgid "Run exported HTML in the system's default browser." msgstr "Chạy HTML được xuất với trình duyệt mặc định của máy." +msgid "Icon size \"%d\" is missing." +msgstr "Thiếu kích cỡ biểu tượng \"%d\"." + +msgid "Failed to rename temporary file \"%s\"." +msgstr "Không thể đổi tên tệp tin tạm thời \"%s\"." + +msgid "Could not find rcedit executable at \"%s\"." +msgstr "Không thể tìm thấy tệp tin thực thi rcedit tại \"%s\"." + +msgid "Could not find wine executable at \"%s\"." +msgstr "Không thể tìm thấy tệp tin thực thi wine tại \"%s\"." + +msgid "Invalid icon file \"%s\"." +msgstr "Tệp tin biểu tượng \"%s\" không hợp lệ." + +msgid "rcedit failed to modify executable: %s." +msgstr "rcedit thất bại khi chỉnh sửa tệp tin thực thi: %s." + +msgid "Could not find signtool executable at \"%s\"." +msgstr "Không thể tìm thấy tệp tin thực thi signtool tại \"%s\"." + +msgid "Could not find osslsigncode executable at \"%s\"." +msgstr "Không thể tìm thấy tệp tin thực thi osslsigncode tại \"%s\"." + +msgid "Signtool failed to sign executable: %s." +msgstr "Signtool thất bại khi khí tệp tin thực thi: %s." + +msgid "Failed to remove temporary file \"%s\"." +msgstr "Không thể gỡ bỏ tệp tạm thời \"%s\"." + 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 " @@ -5983,12 +6588,24 @@ msgstr "Thanh xương này thiếu dáng NGHỈ. Hãy đặt một dáng tại n msgid "Nothing is visible because no mesh has been assigned." msgstr "Không có gì hiển thị vì không có lưới nào được chỉ định." +msgid "Preparing geometry %d/%d" +msgstr "Đang xử lí hình học %d/%d" + +msgid "Generating Probe Volumes" +msgstr "Tạo Probe Volumes" + +msgid "No pose is set." +msgstr "Không có tư thế nào được thiết lập." + msgid "Animation not found: '%s'" msgstr "Không tìm thấy Animation: '%s'" msgid "Nothing connected to input '%s' of node '%s'." msgstr "Không có kết nối đến input '%s' của node '%s'." +msgid "Copy this constructor in a script." +msgstr "Sao chép constructor này vào một script." + msgid "Alert!" msgstr "Cảnh báo!" @@ -6004,9 +6621,75 @@ msgstr "Nguồn vô hiệu cho xem trước." msgid "Invalid source for shader." msgstr "nguồn vô hiệu cho shader." +msgid "Varyings cannot be passed for the '%s' parameter." +msgstr "Varying không thể là tham số '%s'." + +msgid "Invalid arguments for the built-in function: \"%s(%s)\"." +msgstr "Tham số không hợp lệ cho hàm tích hợp sắn: \"%s(%s)\"." + +msgid "Invalid assignment of '%s' to '%s'." +msgstr "Phép gán không hợp lệ '%s' cho '%s'." + msgid "Constants cannot be modified." msgstr "Không thể chỉnh sửa hằng số." +msgid "Void value not allowed in expression." +msgstr "Dữ liệu kiểu void không được cho phép trong biểu thức." + +msgid "Invalid member for '%s' expression: '.%s'." +msgstr "Thành viên không hợp lệ cho biểu thực '%s': '.%s'." + +msgid "Invalid token for the operator: '%s'." +msgstr "Token không hợp lệ cho toán tử: '%s'." + +msgid "Unexpected end of expression." +msgstr "Phần đuôi của biểu thức không thể ngờ tới." + +msgid "Invalid arguments to unary operator '%s': %s." +msgstr "Đối số không hợp lệ cho toán tử đơn '%s': %s." + +msgid "Invalid arguments to operator '%s': '%s'." +msgstr "Đối số không hợp lệ cho toán tử '%s': '%s'." + +msgid "Duplicated case label: %d." +msgstr "Nhãn trường hợp bị lặp lại: %d." + +msgid "Invalid shader type. Valid types are: %s" +msgstr "Kiểu shader không hợp lệ. Các kiểu hợp lệ là: %s" + +msgid "Duplicated render mode: '%s'." +msgstr "Chế độ kết xuất bị trùng lặp: '%s'." + +msgid "Duplicated hint: '%s'." +msgstr "Gợi ý bị lặp lại: '%s'." + +msgid "Duplicated filter mode: '%s'." +msgstr "Chế độ lọc bị lặp lại: '%s'." + +msgid "Duplicated repeat mode: '%s'." +msgstr "Chế độ lặp bị lặp lại: '%s'." + +msgid "Expected a '%s'." +msgstr "Mong đợi một '%s'." + +msgid "Expected a '%s' after '%s'." +msgstr "Mong đợi một '%s' sau '%s'." + +msgid "Invalid argument name." +msgstr "Tham số không hợp lệ." + +msgid "Unmatched else." +msgstr "Token else không khớp." + +msgid "Invalid macro argument list." +msgstr "Danh sách đối số macro không hợp lệ." + +msgid "Invalid macro argument." +msgstr "Đối số macro không hợp lệ." + +msgid "Invalid macro argument count." +msgstr "Số lượng đối số macro không hợp lệ." + msgid "The local variable '%s' is declared but never used." msgstr "Giá trị %s được khai báo nhưng không sử dung." diff --git a/editor/translations/editor/zh_CN.po b/editor/translations/editor/zh_CN.po index 1c9a01552a7..4b0319e7dc6 100644 --- a/editor/translations/editor/zh_CN.po +++ b/editor/translations/editor/zh_CN.po @@ -58,7 +58,7 @@ # idleman <1524328475@qq.com>, 2019. # king , 2019. # silentbird , 2019. -# Haoyu Qiu , 2019, 2020, 2021, 2022, 2023. +# Haoyu Qiu , 2019, 2020, 2021, 2022, 2023, 2024. # Revan Ji , 2020. # nieyuanhong <15625988003@163.com>, 2020. # binotaliu , 2020. @@ -103,8 +103,8 @@ msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" -"PO-Revision-Date: 2024-01-25 05:54+0000\n" -"Last-Translator: Ainsley \n" +"PO-Revision-Date: 2024-02-03 12:07+0000\n" +"Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" "Language: zh_CN\n" @@ -3509,6 +3509,21 @@ msgid "" "Unable to write to file '%s', file in use, locked or lacking permissions." msgstr "无法写入文件“%s”,文件被占用、已锁定、或权限不足。" +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 "" +"修改渲染器需要重启编辑器。\n" +"\n" +"选择“保存并重启”会将渲染方法修改为:\n" +"- 桌面平台:%s\n" +"- 移动平台:%s\n" +"- Web 平台:gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -3518,6 +3533,9 @@ msgstr "移动" msgid "Compatibility" msgstr "兼容" +msgid "(Overridden)" +msgstr "(覆盖)" + msgid "Pan View" msgstr "平移视图" @@ -3695,6 +3713,20 @@ msgstr "关于 Godot" msgid "Support Godot Development" msgstr "支持 Godot 开发" +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 "" +"选择渲染方法。\n" +"\n" +"注意:\n" +"- 在移动平台上,在此处选中“Forward+”会使用“移动”渲染方法。\n" +"- 在 Web 平台上,会始终使用“兼容”渲染方法。" + msgid "Update Continuously" msgstr "持续更新" @@ -14330,6 +14362,13 @@ msgstr "“%s”渲染器专为桌面设备设计,不适用于 Android 设备 msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "“最小 SDK”必须大于等于 %d,才可使用“%s”渲染器。" +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 "" +"项目名称不符合包名格式的要求,会被更新为“%s”。如有需要,请显式指定包名。" + msgid "Code Signing" msgstr "代码签名" diff --git a/editor/translations/editor/zh_TW.po b/editor/translations/editor/zh_TW.po index 534eebfc699..73597b19cbc 100644 --- a/editor/translations/editor/zh_TW.po +++ b/editor/translations/editor/zh_TW.po @@ -50,13 +50,14 @@ # powder , 2023. # Ink&Soul , 2023. # lemtea8 , 2024. +# Chang-Chia Tseng , 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: 2024-01-16 01:10+0000\n" -"Last-Translator: lemtea8 \n" +"PO-Revision-Date: 2024-02-12 23:42+0000\n" +"Last-Translator: Chang-Chia Tseng \n" "Language-Team: Chinese (Traditional) \n" "Language: zh_TW\n" @@ -2237,7 +2238,7 @@ msgid "XR" msgstr "XR" msgid "RenderingDevice" -msgstr "渲染裝置" +msgstr "算繪裝置" msgid "OpenGL" msgstr "OpenGL" @@ -2261,7 +2262,7 @@ msgid "SIL Graphite Fonts" msgstr "SIL Graphite字型" msgid "Multi-channel Signed Distance Field Font Rendering" -msgstr "多通道距離場(Multi-channel Signed Distance Field)字型渲染" +msgstr "多通道距離場(Multi-channel Signed Distance Field)字型算繪" msgid "3D Nodes as well as RenderingServer access to 3D features." msgstr "3D節點,又或是RenderingServer會有3D功能。" @@ -2281,13 +2282,13 @@ msgstr "XR(包含AR和VR)。" msgid "" "RenderingDevice based rendering (if disabled, the OpenGL back-end is " "required)." -msgstr "基於渲染裝置的渲染(如果取消,那會需要OpenGL 的後端)。" +msgstr "基於算繪裝置的算繪(如果取消,那會需要OpenGL 的後端)。" msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." -msgstr "OpenGL 的後端(如果取消,那會需要渲染裝置的後端)。" +msgstr "OpenGL 的後端(如果取消,那會需要算繪裝置的後端)。" msgid "Vulkan back-end of RenderingDevice." -msgstr "渲染裝置的Vulkan後端。" +msgstr "算繪裝置的Vulkan後端。" msgid "" "Fallback implementation of Text Server\n" @@ -2322,14 +2323,14 @@ 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 "" -"使用 msdfgen 庫的多通道帶符號距離場(MSDF)字體渲染支持(即使禁用此選項,也可以" -"使用預渲染的 MSDF 字體)。" +"使用 msdfgen 庫的多通道帶符號距離場(MSDF)字體算繪支持(即使禁用此選項,也可以" +"使用預算繪的 MSDF 字體)。" msgid "General Features:" msgstr "通用功能:" msgid "Text Rendering and Font Options:" -msgstr "文字渲染與字型選項:" +msgstr "文字算繪與字型選項:" msgid "File saving failed." msgstr "保存檔案時發生錯誤。" @@ -3451,6 +3452,21 @@ msgid "" "Unable to write to file '%s', file in use, locked or lacking permissions." msgstr "無法寫入檔案'%s',該檔案正被使用、鎖定或因權限不足。" +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 "" +"變更算繪引擎需要重新啟動編輯器。\n" +"\n" +"選擇「儲存並重新啟動」會將算繪方法變更為:\n" +"- 桌面平台:%s\n" +"- 行動平台:%s\n" +"- 網頁平台:gl_compatibility" + msgid "Forward+" msgstr "Forward+" @@ -5349,7 +5365,7 @@ msgstr "預加載字形:%d" msgid "" "Warning: There are no configurations specified, no glyphs will be pre-" "rendered." -msgstr "警告:沒有指定配置,不會預渲染任何字形。" +msgstr "警告:沒有指定配置,不會預算繪任何字形。" msgid "" "Warning: Multiple configurations have identical settings. Duplicates will be " @@ -5361,29 +5377,29 @@ msgid "" "rendered for all supported subpixel layouts (5x)." msgstr "" "注意:選擇了 LCD 子像素抗鋸齒,每個字形都將為所有支持的子像素佈局 (5x) 進行預" -"渲染。" +"算繪。" msgid "" "Note: Subpixel positioning is selected, each of the glyphs might be pre-" "rendered for multiple subpixel offsets (up to 4x)." msgstr "" -"注意:選擇子像素定位,每個字形可能會針對多個子像素偏移(最多 4x)進行預渲染。" +"注意:選擇子像素定位,每個字形可能會針對多個子像素偏移(最多 4x)進行預算繪。" msgid "Advanced Import Settings for '%s'" msgstr "“%s”的進階導入設定" msgid "Rendering Options" -msgstr "渲染選項" +msgstr "算繪選項" msgid "Select font rendering options, fallback font, and metadata override:" -msgstr "選擇字體渲染選項、後備字體和metadata覆蓋:" +msgstr "選擇字體算繪選項、後備字體和metadata覆蓋:" msgid "Pre-render Configurations" -msgstr "預渲染配置" +msgstr "預算繪配置" msgid "" "Add font size, and variation coordinates, and select glyphs to pre-render:" -msgstr "添加字體大小和變化坐標,並選擇要預渲染的字形:" +msgstr "添加字體大小和變化坐標,並選擇要預算繪的字形:" msgid "Configuration:" msgstr "設定:" @@ -5398,7 +5414,7 @@ msgid "Glyphs from the Translations" msgstr "翻譯中的字形" msgid "Select translations to add all required glyphs to pre-render list:" -msgstr "選擇翻譯以將所有必需的字形添加到預渲染列表:" +msgstr "選擇翻譯以將所有必需的字形添加到預算繪列表:" msgid "Shape all Strings in the Translations and Add Glyphs" msgstr "修改翻譯中的所有字符串並添加字形" @@ -5409,7 +5425,7 @@ msgstr "文本中的字形" msgid "" "Enter a text and select OpenType features to shape and add all required " "glyphs to pre-render list:" -msgstr "輸入文本並選擇 OpenType 功能來修改並將所有必需的字形添加到預渲染列表:" +msgstr "輸入文本並選擇 OpenType 功能來修改並將所有必需的字形添加到預算繪列表:" msgid "Shape Text and Add Glyphs" msgstr "修改文本並添加字形" @@ -5423,15 +5439,15 @@ msgid "" "correspondence to character, and not shown in this map, use \"Glyphs from the " "text\" tab to add these." msgstr "" -"從字符映射表中添加或刪除字形到預渲染列表:\n" +"從字符映射表中添加或刪除字形到預算繪列表:\n" "注意:一些文體替代方案和字形變體與字符沒有一一對應,並且未在此圖中顯示,請使" "用“文本中的字形”選項卡添加這些。" msgid "Dynamically rendered TrueType/OpenType font" -msgstr "動態渲染的 TrueType/OpenType 字體" +msgstr "動態算繪的 TrueType/OpenType 字體" msgid "Prerendered multichannel(+true) signed distance field" -msgstr "預渲染的multichannel(+true)signed distance field" +msgstr "預算繪的multichannel(+true)signed distance field" msgid "Pre-Import Scene" msgstr "預導入場景" @@ -8389,7 +8405,7 @@ msgid "Cinematic Preview" msgstr "效果預覽" msgid "Not available when using the OpenGL renderer." -msgstr "使用 OpenGL 渲染器時不可用。" +msgstr "使用 OpenGL 算繪器時不可用。" msgid "Freelook Left" msgstr "自由觀看 左" @@ -10733,7 +10749,7 @@ msgstr "" "備選:%d" msgid "Rendering" -msgstr "渲染" +msgstr "算繪" msgid "Texture Origin" msgstr "紋理原點" @@ -12316,7 +12332,7 @@ msgid "Uses RenderingDevice backend." msgstr "使用 RenderingDevice 後端。" msgid "Slower rendering of simple scenes." -msgstr "簡單場景的渲染速度較慢。" +msgstr "簡單場景的算繪速度較慢。" msgid "Supports desktop + mobile platforms." msgstr "支援桌面 + 移動平臺。" @@ -12328,7 +12344,7 @@ msgid "Less scalable for complex scenes." msgstr "對於複雜場景的可擴充性較低。" msgid "Fast rendering of simple scenes." -msgstr "簡單場景的渲染速度較快。" +msgstr "簡單場景的算繪速度較快。" msgid "Supports desktop, mobile + web platforms." msgstr "支援桌面、移動 + Web平臺。" @@ -12343,7 +12359,7 @@ msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)." msgstr "使用 OpenGL 3 後端 (OpenGL/ES 3.0/WebGL2)。" msgid "Fastest rendering of simple scenes." -msgstr "簡單場景的渲染速度最快。" +msgstr "簡單場景的算繪速度最快。" msgid "Invalid project path (changed anything?)." msgstr "不正確的專案路徑(有修改了什麼嗎?)。" @@ -12418,7 +12434,7 @@ msgid "Renderer:" msgstr "算繪引擎:" msgid "The renderer can be changed later, but scenes may need to be adjusted." -msgstr "渲染器可以稍後更改,但可能需要調整場景。" +msgstr "算繪器可以稍後更改,但可能需要調整場景。" msgid "Version Control Metadata:" msgstr "版本控制 metadata:" @@ -14205,7 +14221,7 @@ msgstr "" msgid "" "The \"%s\" renderer is designed for Desktop devices, and is not suitable for " "Android devices." -msgstr "該”%s\" 渲染器專為桌面設備設計,不適用於Android 設備。" +msgstr "該”%s\" 算繪器專為桌面設備設計,不適用於Android 設備。" msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer." msgstr "「Min SDK」需要大於等於 %d 才可使用 \"%s\" 算繪引擎。" @@ -15012,12 +15028,12 @@ msgstr "" msgid "" "Particle trails are only available when using the Forward+ or Mobile " "rendering backends." -msgstr "粒子軌跡僅在使用 Forward+ 或 Mobile 渲染後端時可用。" +msgstr "粒子軌跡僅在使用 Forward+ 或 Mobile 算繪後端時可用。" msgid "" "Particle sub-emitters are not available when using the GL Compatibility " "rendering backend." -msgstr "使用 GL 相容性渲染後端時,粒子子發射器不可用。" +msgstr "使用 GL 相容性算繪後端時,粒子子發射器不可用。" msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Node A 與 Node B 必須為 PhysicsBody2D" @@ -15236,7 +15252,7 @@ msgstr "" msgid "" "Decals are only available when using the Forward+ or Mobile rendering " "backends." -msgstr "裝飾僅在使用 Forward+ 或 Mobile 渲染後端時可用。" +msgstr "裝飾僅在使用 Forward+ 或 Mobile 算繪後端時可用。" msgid "" "The decal has no textures loaded into any of its texture properties, and will " @@ -15295,12 +15311,12 @@ msgstr "只有支援單個軌跡網格。如果你想使用多個網格,則需 msgid "" "Trails enabled, but one or more mesh materials are either missing or not set " "for trails rendering." -msgstr "軌跡已啟用,但缺少一個或多個網格材質,或未設置軌跡渲染。" +msgstr "軌跡已啟用,但缺少一個或多個網格材質,或未設置軌跡算繪。" msgid "" "Particle sub-emitters are only available when using the Forward+ or Mobile " "rendering backends." -msgstr "粒子的子發射器僅在使用 Forward+ 或 Mobile 渲染後端時可用。" +msgstr "粒子的子發射器僅在使用 Forward+ 或 Mobile 算繪後端時可用。" msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " @@ -15385,7 +15401,7 @@ msgid "" "Culling > Use Occlusion Culling." msgstr "" "“專案設置”中禁用了遮擋剔除,這意味著在根視窗中不會進行遮擋剔除。\n" -"要解決這個問題,請打開“專案設定”並啟用“渲染 > 遮擋剔除 > 使用遮擋剔除”。" +"要解決這個問題,請打開“專案設定”並啟用“算繪 > 遮擋剔除 > 使用遮擋剔除”。" msgid "" "The Bake Mask has no bits enabled, which means baking will not produce any " @@ -15570,7 +15586,7 @@ msgstr "XROrigin3D 需要 XRCamera3D 子節點。" msgid "" "XR is not enabled in rendering project settings. Stereoscopic output is not " "supported unless this is enabled." -msgstr "渲染專案設定中未啟用 XR。除非啟用該功能,否則不支援立體輸出。" +msgstr "算繪專案設定中未啟用 XR。除非啟用該功能,否則不支援立體輸出。" msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "於 BlendTree 節點「%s」上未找到動畫:「%s」" @@ -15697,7 +15713,7 @@ msgstr "自動排列所選節點。" msgid "" "The current font does not support rendering one or more characters used in " "this Label's text." -msgstr "當前字體不支援渲染該標籤字串中使用的一個或多個字元。" +msgstr "當前字體不支援算繪該標籤字串中使用的一個或多個字元。" msgid "Same as Layout Direction" msgstr "與佈局方向一致" @@ -15832,7 +15848,7 @@ msgid "" "Consider using a script's process loop instead of relying on a Timer for very " "low wait times." msgstr "" -"取決於渲染或物理影格率,極短暫的計時器等候時間(小於0.05秒)可能會造成計時器截" +"取決於算繪或物理影格率,極短暫的計時器等候時間(小於0.05秒)可能會造成計時器截" "然不同的行為。\n" "建議使用腳本的處理迴圈(Process Loop)而非這類計時器。" @@ -16248,17 +16264,17 @@ msgid "Invalid shader type. Valid types are: %s" msgstr "無效的著色器型別。有效的型別有:%s" msgid "Expected an identifier for render mode." -msgstr "預期為渲染模式識別碼。" +msgstr "預期為算繪模式識別碼。" msgid "Duplicated render mode: '%s'." -msgstr "重複的渲染模式: '%s'。" +msgstr "重複的算繪模式: '%s'。" msgid "" "Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." -msgstr "渲染模式”%s重定義。\"%s“模式已經被設定為”%s\"。" +msgstr "算繪模式”%s重定義。\"%s“模式已經被設定為”%s\"。" msgid "Invalid render mode: '%s'." -msgstr "無效的渲染模式:”%s\"。" +msgstr "無效的算繪模式:”%s\"。" msgid "Unexpected token: '%s'." msgstr "意外的標記:”%s\"。" diff --git a/editor/translations/properties/ar.po b/editor/translations/properties/ar.po index 6c7d3b20d68..e91b8285b19 100644 --- a/editor/translations/properties/ar.po +++ b/editor/translations/properties/ar.po @@ -71,7 +71,7 @@ # أحمد النور , 2022. # Commander Gordon , 2022. # Abdulrahman , 2022. -# بسام العوفي , 2023. +# بسام العوفي , 2023, 2024. # Abdulkarim , 2023. # KhalilBenGaied , 2023. # "Mr.k" , 2023. @@ -84,8 +84,8 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-12-12 23:41+0000\n" -"Last-Translator: Emad Alhaddad \n" +"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"Last-Translator: بسام العوفي \n" "Language-Team: Arabic \n" "Language: ar\n" @@ -94,7 +94,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 && " "n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "التطبيق" @@ -148,7 +148,7 @@ msgid "Quit on Go Back" msgstr "الرجوع للخلف" msgid "Display" -msgstr "عرض" +msgstr "الإظهار" msgid "Window" msgstr "نافذة" @@ -262,7 +262,7 @@ msgid "3D" msgstr "الثلاثي" msgid "Stretch" -msgstr "تمدد" +msgstr "التمدد" msgid "Aspect" msgstr "الجانب" diff --git a/editor/translations/properties/fr.po b/editor/translations/properties/fr.po index 9fc8623d1fd..5fcc689f132 100644 --- a/editor/translations/properties/fr.po +++ b/editor/translations/properties/fr.po @@ -122,13 +122,14 @@ # Roskai , 2023. # peperoni , 2024. # Octano , 2024. +# Didier Morandi , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-21 20:50+0000\n" -"Last-Translator: Octano \n" +"PO-Revision-Date: 2024-02-21 09:02+0000\n" +"Last-Translator: Didier Morandi \n" "Language-Team: French \n" "Language: fr\n" @@ -136,7 +137,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.4-dev\n" +"X-Generator: Weblate 5.5-dev\n" msgid "Application" msgstr "Application" @@ -270,6 +271,9 @@ msgstr "Intensité du panoramique audio en 3D" msgid "iOS" msgstr "iOS" +msgid "Session Category" +msgstr "Catégorie de la session" + msgid "Mix With Others" msgstr "Mixer avec les autres" @@ -309,6 +313,9 @@ msgstr "Aspect" msgid "Scale" msgstr "Mode mise à l'échelle" +msgid "Scale Mode" +msgstr "Mode de mise à l'échelle" + msgid "Debug" msgstr "Débogage" @@ -357,6 +364,9 @@ msgstr "Rendu" msgid "Occlusion Culling" msgstr "Elagage de l'occlusion" +msgid "BVH Build Quality" +msgstr "Qualité de construction BVH" + msgid "Memory" msgstr "Mémoire" @@ -366,12 +376,18 @@ msgstr "Limites" msgid "Multithreaded Server" msgstr "Serveur multi-thread" +msgid "RID Pool Prealloc" +msgstr "Nombre de RID pré-alloués (en pool)" + msgid "Internationalization" msgstr "Internationalisation" msgid "Force Right to Left Layout Direction" msgstr "Forcer l'affichage de droite à gauche" +msgid "Root Node Layout Direction" +msgstr "Direction de disposition du nœud racine" + msgid "GUI" msgstr "GUI" @@ -399,12 +415,24 @@ msgstr "Utiliser le suréchantillonnage" msgid "Rendering Device" msgstr "Matériel de rendu" +msgid "Staging Buffer" +msgstr "Tampon intermédiaire" + msgid "Block Size (KB)" msgstr "Taille de bloc (Ko)" msgid "Max Size (MB)" msgstr "Taille Maximale (Mo)" +msgid "Texture Upload Region Size Px" +msgstr "Taille de la région de téléchargement de texture en pixels" + +msgid "Pipeline Cache" +msgstr "Cache du pipeline" + +msgid "Save Chunk Size (MB)" +msgstr "Taille du bloc d'enregistrement (Mo)" + msgid "Vulkan" msgstr "Vulkan" @@ -432,6 +460,12 @@ msgstr "Utiliser ambiant" msgid "Low Processor Usage Mode" msgstr "Mode d'utilisation du processeur bas en ressources" +msgid "Low Processor Usage Mode Sleep (µsec)" +msgstr "Mode de veille pour utilisation faible du processeur (µsec)" + +msgid "Delta Smoothing" +msgstr "Lissage Delta" + msgid "Print Error Messages" msgstr "Afficher les messages d'erreur" diff --git a/editor/translations/properties/ka.po b/editor/translations/properties/ka.po new file mode 100644 index 00000000000..d3248029d36 --- /dev/null +++ b/editor/translations/properties/ka.po @@ -0,0 +1,6648 @@ +# Georgian translation of the Godot Engine properties. +# 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. +# Giorgi Beriashvili , 2018. +# George Dzavashvili , 2018. +# დემეტრე შონია , 2019. +# Rati Nikolaishvili , 2019. +# Temuri Doghonadze , 2023, 2024. +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine properties\n" +"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" +"POT-Creation-Date: \n" +"PO-Revision-Date: 2024-02-05 10:02+0000\n" +"Last-Translator: Temuri Doghonadze \n" +"Language-Team: Georgian \n" +"Language: ka\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=2; plural=n != 1;\n" +"X-Generator: Weblate 5.4-dev\n" + +msgid "Application" +msgstr "აპლიკაცია" + +msgid "Config" +msgstr "კონფიგურაცია" + +msgid "Name" +msgstr "სახელი" + +msgid "Name Localized" +msgstr "ლოკალიზებული სახელი" + +msgid "Description" +msgstr "აღწერა" + +msgid "Version" +msgstr "ვერსია" + +msgid "Run" +msgstr "სირბილი" + +msgid "Main Scene" +msgstr "მთავარი სცენა" + +msgid "Disable stdout" +msgstr "Stdout-ის გამორთვა" + +msgid "Disable stderr" +msgstr "STDERR-ის გამორთვა" + +msgid "Use Hidden Project Data Directory" +msgstr "დამალული პროექტის მონაცემების საქაღალდის გამოყენება" + +msgid "Use Custom User Dir" +msgstr "მომხმარებლის საქაღალდის გამოყენება" + +msgid "Custom User Dir Name" +msgstr "მომხმარებლის საქაღალდის სახელი" + +msgid "Project Settings Override" +msgstr "პროექტის პარამეტრების გადაფარვა" + +msgid "Main Loop Type" +msgstr "მთავარი მარყუჟის ტიპი" + +msgid "Auto Accept Quit" +msgstr "გასვლის ავტოდადასტურება" + +msgid "Quit on Go Back" +msgstr "გასვლა უკან გადასვლაზე" + +msgid "Display" +msgstr "ჩვენება" + +msgid "Window" +msgstr "ფანჯარა" + +msgid "Size" +msgstr "ზომა" + +msgid "Viewport Width" +msgstr "ჩვენების არის სიგანე" + +msgid "Viewport Height" +msgstr "ჩვენების არის სიმაღლე" + +msgid "Mode" +msgstr "რეჟიმი" + +msgid "Initial Position Type" +msgstr "საწყისი მდებარეობის ტიპი" + +msgid "Initial Position" +msgstr "საწყისი მდებარეობა" + +msgid "Initial Screen" +msgstr "საწყისი ეკრანი" + +msgid "Resizable" +msgstr "შეცვლადი ზომით" + +msgid "Borderless" +msgstr "საზღვრების გარეშე" + +msgid "Always on Top" +msgstr "ყოველთვის ყველაზე ზემოთ" + +msgid "Transparent" +msgstr "გამჭვირვალე" + +msgid "Extend to Title" +msgstr "სათაურამდე გაფართოება" + +msgid "No Focus" +msgstr "ფოკუსის გარეშე" + +msgid "Window Width Override" +msgstr "ფანჯრის სიგანის გადაფარვა" + +msgid "Window Height Override" +msgstr "ფანჯრის სიმაღლის გადაფარვა" + +msgid "Energy Saving" +msgstr "ენერგიის შენახვა" + +msgid "Keep Screen On" +msgstr "ეკრანის ჩართულად დატოვება" + +msgid "Audio" +msgstr "აუდიო" + +msgid "Buses" +msgstr "ავტობუსები" + +msgid "Default Bus Layout" +msgstr "ნაგულისხმევი მატარებლის განლაგება" + +msgid "General" +msgstr "ძირითადი" + +msgid "Text to Speech" +msgstr "ტექსტიდან-საუბრამდე" + +msgid "2D Panning Strength" +msgstr "2D პანორამირების სიძლიერე" + +msgid "3D Panning Strength" +msgstr "3D პანორამირების სიძლიერე" + +msgid "iOS" +msgstr "iOS" + +msgid "Session Category" +msgstr "სესიის კატეგორია" + +msgid "Mix With Others" +msgstr "სხვებთან შერევა" + +msgid "Editor" +msgstr "რედაქტორი" + +msgid "Script" +msgstr "სკრიპტი" + +msgid "Search in File Extensions" +msgstr "ძებნა ფაილის გაფართოებებში" + +msgid "Subwindows" +msgstr "ქვეფანჯრები" + +msgid "Embed Subwindows" +msgstr "ქვეფანჯრების ჩაშენება" + +msgid "Physics" +msgstr "ფიზიკა" + +msgid "2D" +msgstr "2D" + +msgid "Run on Separate Thread" +msgstr "ცალკე ნაკადად გაშვება" + +msgid "3D" +msgstr "3D" + +msgid "Stretch" +msgstr "გაწელვა" + +msgid "Aspect" +msgstr "ასპექტი" + +msgid "Scale" +msgstr "მასშტაბი" + +msgid "Scale Mode" +msgstr "გადიდების რეჟიმი" + +msgid "Debug" +msgstr "გამართვა" + +msgid "Settings" +msgstr "მორგება" + +msgid "Profiler" +msgstr "პროფაილერი" + +msgid "Max Functions" +msgstr "მაქს. ფუნქციები" + +msgid "Compression" +msgstr "შეკუმშვა" + +msgid "Formats" +msgstr "ფორმატები" + +msgid "Zstd" +msgstr "Zstd" + +msgid "Long Distance Matching" +msgstr "დიდი მანძილების შედარება" + +msgid "Compression Level" +msgstr "შეკუმშვის დონე" + +msgid "Window Log Size" +msgstr "ფანჯრის ჟურნალის ზომა" + +msgid "Zlib" +msgstr "Zlib" + +msgid "Gzip" +msgstr "Gzip" + +msgid "Crash Handler" +msgstr "ავარიის დამმუშავებელი" + +msgid "Message" +msgstr "შეტყობინება" + +msgid "Rendering" +msgstr "რენდერი" + +msgid "BVH Build Quality" +msgstr "BVH აგების ხარისხი" + +msgid "Memory" +msgstr "მეხსიერება" + +msgid "Limits" +msgstr "ლიმიტები" + +msgid "Multithreaded Server" +msgstr "მრავალნაკადიანი სერვერი" + +msgid "RID Pool Prealloc" +msgstr "RID პულის წინასწარი გამოყოფა" + +msgid "Internationalization" +msgstr "ინტერნაციონალიზაცია" + +msgid "Force Right to Left Layout Direction" +msgstr "განლაგება მარჯვნიდან მარცხნივ ნაძალადევად" + +msgid "Root Node Layout Direction" +msgstr "ძირითადი კვანძის განლაგების მიმართულება" + +msgid "GUI" +msgstr "ინტერფეისი" + +msgid "Timers" +msgstr "ტაიმერები" + +msgid "Incremental Search Max Interval Msec" +msgstr "ინკრემენტული ძებნის მაქს ინტერვალი მწმ" + +msgid "Common" +msgstr "ჩვეულებრივი" + +msgid "Snap Controls to Pixels" +msgstr "კონტროლების მიმაგრება პიქსელებზე" + +msgid "Fonts" +msgstr "ფონტები" + +msgid "Dynamic Fonts" +msgstr "დინამიკური ფონტები" + +msgid "Use Oversampling" +msgstr "ოვერსემპლინგის გამოყენება" + +msgid "Rendering Device" +msgstr "რენდერის მოწყობილობა" + +msgid "Staging Buffer" +msgstr "დროებითი ბუფერი" + +msgid "Block Size (KB)" +msgstr "ბლოკის ზომა (კბ)" + +msgid "Max Size (MB)" +msgstr "მაქს. ზომა (მბ)" + +msgid "Texture Upload Region Size Px" +msgstr "ტექსტური ატვირთვის რეგიონის ზომა პქს" + +msgid "Pipeline Cache" +msgstr "ფაიფლაინის კეში" + +msgid "Save Chunk Size (MB)" +msgstr "ნაგლეჯის ზომის შენახვა (მბ)" + +msgid "Vulkan" +msgstr "Vulkan" + +msgid "Max Descriptors per Pool" +msgstr "მაქს დესკრიპტორი თითოეული პულისთვის" + +msgid "Textures" +msgstr "ტექსტურები" + +msgid "Canvas Textures" +msgstr "ტილოს ტექსტურები" + +msgid "Default Texture Filter" +msgstr "ნაგულისხმევი ტექსტურის ფილტრი" + +msgid "Default Texture Repeat" +msgstr "ნაგულისხმევი ტექსტურის გამეორება" + +msgid "Use Ambient" +msgstr "გარემოს გამოყენება" + +msgid "Low Processor Usage Mode" +msgstr "ნაკლები რესურსების გამოყენების რეჟიმი" + +msgid "Low Processor Usage Mode Sleep (µsec)" +msgstr "ნაკლები რესურსების გამოყენების რეჟიმის ძილი (µწმ)" + +msgid "Delta Smoothing" +msgstr "დელტას მოგლუვება" + +msgid "Print Error Messages" +msgstr "შეცდომის შეტყობინებების დაბეჭდვა" + +msgid "Physics Ticks per Second" +msgstr "ფიზიკის ტიკები წამში" + +msgid "Max Physics Steps per Frame" +msgstr "მაქს ფიზიკის ნაბიჯები თითოეულ კადრზე" + +msgid "Max FPS" +msgstr "მაქს კადრი/წმ" + +msgid "Time Scale" +msgstr "დროის მასშტაბი" + +msgid "Mouse Mode" +msgstr "თაგუნას რეჟიმი" + +msgid "Use Accumulated Input" +msgstr "დაგროვებული შეყვანის გამოყენება" + +msgid "Input Devices" +msgstr "შემომტანი მოწყობილობები" + +msgid "Compatibility" +msgstr "თავსებადობა" + +msgid "Device" +msgstr "მოწყობილობა" + +msgid "Window ID" +msgstr "ფანჯრის ID" + +msgid "Alt Pressed" +msgstr "Alt დაჭერილია" + +msgid "Shift Pressed" +msgstr "Shift დაჭერილია" + +msgid "Ctrl Pressed" +msgstr "Ctrl დაჭერილია" + +msgid "Meta Pressed" +msgstr "Meta დაჭერილია" + +msgid "Pressed" +msgstr "დაწოლილი" + +msgid "Keycode" +msgstr "ღილაკის კოდი" + +msgid "Physical Keycode" +msgstr "ღილაკის ფიზიკური კოდი" + +msgid "Key Label" +msgstr "ღილაკის ჭდე" + +msgid "Unicode" +msgstr "უნიკოდი" + +msgid "Echo" +msgstr "ექო" + +msgid "Button Mask" +msgstr "ღილაკის ნიღაბი" + +msgid "Position" +msgstr "მდებარეობა" + +msgid "Global Position" +msgstr "გლობალური პოზიცია" + +msgid "Factor" +msgstr "ფაქტორი" + +msgid "Button Index" +msgstr "ღილაკის ინდექსი" + +msgid "Canceled" +msgstr "გაუქმებულია" + +msgid "Double Click" +msgstr "ორმაგი წკაპი" + +msgid "Tilt" +msgstr "მოხრა" + +msgid "Pressure" +msgstr "წნევა" + +msgid "Relative" +msgstr "ფარდობითი" + +msgid "Velocity" +msgstr "სიჩქარე" + +msgid "Axis" +msgstr "ღერძი" + +msgid "Axis Value" +msgstr "ღერძის მნიშვნელობა" + +msgid "Index" +msgstr "ინდექსი" + +msgid "Double Tap" +msgstr "ორმაგი ტყაპი" + +msgid "Action" +msgstr "ქმედება" + +msgid "Strength" +msgstr "სიძლიერე" + +msgid "Delta" +msgstr "დელტა" + +msgid "Channel" +msgstr "არხი" + +msgid "Pitch" +msgstr "ხმის სიმაღლე" + +msgid "Instrument" +msgstr "ინსტრუმენტი" + +msgid "Controller Number" +msgstr "კონტროლერის ნომერი" + +msgid "Controller Value" +msgstr "კონტროლერის მნიშვნელობა" + +msgid "Shortcut" +msgstr "მალსახმობი" + +msgid "Events" +msgstr "მოვლენები" + +msgid "Include Navigational" +msgstr "ნავიგაციების შექმნა" + +msgid "Include Hidden" +msgstr "დამალულების ჩასმა" + +msgid "Big Endian" +msgstr "მსხვილბოლოიანი" + +msgid "Blocking Mode Enabled" +msgstr "დაბლოკვის რეჟიმი ჩართულია" + +msgid "Read Chunk Size" +msgstr "წაკითხვის ნაგლეჯის ზომა" + +msgid "Data" +msgstr "მონაცემები" + +msgid "Object ID" +msgstr "ობიექტის ID" + +msgid "Encode Buffer Max Size" +msgstr "დაშიფვრის ბუფერის მაქს. ზომა" + +msgid "Input Buffer Max Size" +msgstr "შეყვანის ბუფერის მაქს. ზომა" + +msgid "Output Buffer Max Size" +msgstr "გამოტანის ბუფერის მაქს. ზომა" + +msgid "Resource" +msgstr "რესურსი" + +msgid "Local to Scene" +msgstr "ლოკალური სცენამდე" + +msgid "Path" +msgstr "ბილიკი" + +msgid "Data Array" +msgstr "მონაცემების მასივი" + +msgid "Max Pending Connections" +msgstr "მაქს დარჩენილი მიერთება" + +msgid "Region" +msgstr "რეგიონი" + +msgid "Offset" +msgstr "წანაცვლება" + +msgid "Cell Size" +msgstr "უჯრედის ზომა" + +msgid "Jumping Enabled" +msgstr "ხტუნვა ჩართულია" + +msgid "Default Compute Heuristic" +msgstr "ევრისტიკის გამოთვლა ნაგულისხმევად" + +msgid "Default Estimate Heuristic" +msgstr "შეფასების ევრისტიკა ნაგულისხმევად" + +msgid "Diagonal Mode" +msgstr "დიაგონალური რეჟიმი" + +msgid "Seed" +msgstr "თესლი" + +msgid "State" +msgstr "მდგომარეობა" + +msgid "Message Queue" +msgstr "შეტყობინებების რიგი" + +msgid "Network" +msgstr "ქსელი" + +msgid "TCP" +msgstr "TCP" + +msgid "Connect Timeout Seconds" +msgstr "მიერთების მოლოდინის ვადა წამებში" + +msgid "Packet Peer Stream" +msgstr "პაკეტის პარტნიორის ნაკადი" + +msgid "Max Buffer (Power of 2)" +msgstr "მაქს ბუფერი (ორის ხარისხი)" + +msgid "TLS" +msgstr "TLS" + +msgid "Certificate Bundle Override" +msgstr "სერტიფიკატების პაკეტის გადაფარვა" + +msgid "Max Threads" +msgstr "მაქს ნაკადები" + +msgid "Use System Threads for Low Priority Tasks" +msgstr "სისტემური ნაკადების გამოყენება დაბალი პრიორიტის დავალებებისთვის" + +msgid "Low Priority Thread Ratio" +msgstr "დაბალ პრიორიტეტების მქონე ნაკადების ფარდობა" + +msgid "Locale" +msgstr "ენა" + +msgid "Test" +msgstr "ტესტი" + +msgid "Fallback" +msgstr "გადართვა შეცდომის შემთხვევაში" + +msgid "Pseudolocalization" +msgstr "ფსევდოლოკალიზაცია" + +msgid "Use Pseudolocalization" +msgstr "ფსევდოლოკალიზაციის გამოყენება" + +msgid "Replace With Accents" +msgstr "აქცენტებით ჩანაცვლება" + +msgid "Double Vowels" +msgstr "ორმაგი ბრჭყალები" + +msgid "Fake BiDi" +msgstr "ცრუ BiDi" + +msgid "Override" +msgstr "გადაფარვა" + +msgid "Expansion Ratio" +msgstr "გაფართოების ფარდობა" + +msgid "Prefix" +msgstr "პრეფიქსი" + +msgid "Suffix" +msgstr "სუფიქსი" + +msgid "Skip Placeholders" +msgstr "ადგილმჭერების გამოტოვება" + +msgid "Rotation" +msgstr "შემობრუნება" + +msgid "Value" +msgstr "მნიშვნელობა" + +msgid "Arg Count" +msgstr "არგუმენტების რაოდენობა" + +msgid "Args" +msgstr "არგუმენტები" + +msgid "Type" +msgstr "ტიპი" + +msgid "Handle Mode" +msgstr "დამმუშავებლის რეჟიმი" + +msgid "Stream" +msgstr "ნაკადი" + +msgid "Start Offset" +msgstr "დაწყების წანაცვლება" + +msgid "End Offset" +msgstr "საბოლოო წანაცვლება" + +msgid "Animation" +msgstr "ანიმაცია" + +msgid "Debug Adapter" +msgstr "გამართვის ადაპტერი" + +msgid "Remote Port" +msgstr "დაშორებული პორტი" + +msgid "Request Timeout" +msgstr "მოთხოვნის მოლოდინის ვადა" + +msgid "Sync Breakpoints" +msgstr "წყვეტის წერტილების სინქრონიზაცია" + +msgid "FileSystem" +msgstr "ფაილური სისტემა" + +msgid "File Server" +msgstr "ფაილების სერვერი" + +msgid "Port" +msgstr "პორტი" + +msgid "Password" +msgstr "პაროლი" + +msgid "Default Feature Profile" +msgstr "ნაგულისხმევი თვისების პროფილი" + +msgid "Text Editor" +msgstr "ტექსტური რედაქტორი" + +msgid "Help" +msgstr "დახმარება" + +msgid "Sort Functions Alphabetically" +msgstr "ფუნქციების ანბანის მიხედვით დალაგება" + +msgid "Label" +msgstr "ჭდე" + +msgid "Read Only" +msgstr "მხოლოდ კითხვისთვის" + +msgid "Checked" +msgstr "ჩართულია" + +msgid "Draw Warning" +msgstr "გაფრთხილების დახატვა" + +msgid "Deletable" +msgstr "წაშლადი" + +msgid "Movie Maker Enabled" +msgstr "Movie Maker ჩართულია" + +msgid "Interface" +msgstr "ინტერფეისი" + +msgid "Update Continuously" +msgstr "უწყვეტი განახლება" + +msgid "Localize Settings" +msgstr "პარამეტრების ლოკალიზაცია" + +msgid "Scene Tabs" +msgstr "სენის ჩანართები" + +msgid "Restore Scenes on Load" +msgstr "სცენების აღდგენა ჩატვირთვისას" + +msgid "Inspector" +msgstr "ინსპექტორი" + +msgid "Disable Folding" +msgstr "გაკეცვის გამორთვა" + +msgid "Default Color Picker Shape" +msgstr "ნაგულისხმევი ფერის ამრჩევის ფორმა" + +msgid "Base Type" +msgstr "საბაზისო ტიპი" + +msgid "Editable" +msgstr "ჩასწორებადი" + +msgid "Toggle Mode" +msgstr "მუქი რეჟიმის გადართვა" + +msgid "Editor Language" +msgstr "რედაქტორის ენა" + +msgid "Display Scale" +msgstr "ეკრანის მასშტაბი" + +msgid "Editor Screen" +msgstr "რედაქტორის ეკრანი" + +msgid "Project Manager Screen" +msgstr "პროექტების მამრთველის ეკრანი" + +msgid "Enable Pseudolocalization" +msgstr "ფსევდოლოკალიზაციის ჩართვა" + +msgid "Main Font Size" +msgstr "მთავარი ფონტის ზომა" + +msgid "Code Font Size" +msgstr "კოდის ფონტის ზომა" + +msgid "Code Font Custom Variations" +msgstr "კოდის ფონტის მომხმარებლის ვარიაციები" + +msgid "Font Antialiasing" +msgstr "ფონტის მოგლუვება" + +msgid "Font Hinting" +msgstr "ფონტის მომრგვალება" + +msgid "Font Subpixel Positioning" +msgstr "ფონტის ქვეპიქსელების მდებარეობა" + +msgid "Main Font" +msgstr "მთავარი ფონტი" + +msgid "Main Font Bold" +msgstr "მთავარი ფონტი სქელია" + +msgid "Code Font" +msgstr "კოდის ფონტი" + +msgid "Low Processor Mode Sleep (µsec)" +msgstr "ნაკლები რესურსების გამოყენების რეჟიმის ძილი (µწმ)" + +msgid "Unfocused Low Processor Mode Sleep (µsec)" +msgstr "უფოკუსო ნაკლები რესურსების გამოყენების რეჟიმის ძილი (µწმ)" + +msgid "Separate Distraction Mode" +msgstr "ცალკე გაფანტვის რეჟიმი" + +msgid "Single Window Mode" +msgstr "ერთფანჯრიანი რეჟიმი" + +msgid "Float Drag Speed" +msgstr "მცურავი გადათრევის სიჩქარე" + +msgid "Theme" +msgstr "თემა" + +msgid "Preset" +msgstr "შაბლონი" + +msgid "Icon and Font Color" +msgstr "ხატულისა და ფონტის ფერი" + +msgid "Accent Color" +msgstr "აქცენტის ფერი" + +msgid "Contrast" +msgstr "კონტრასტი" + +msgid "Icon Saturation" +msgstr "ხატულის გაჯერებულობა" + +msgid "Border Size" +msgstr "საზღვრის ზომა" + +msgid "Additional Spacing" +msgstr "დამატებითი დაშორება" + +msgid "Custom Theme" +msgstr "მომხმარებლის ეკრანი" + +msgid "Touchscreen" +msgstr "სენსორული ეკრანი" + +msgid "Display Close Button" +msgstr "დახურვის ღილაკის ჩვენება" + +msgid "Maximum Width" +msgstr "მაქსიმალური სიგანე" + +msgid "Enable" +msgstr "ჩართვა" + +msgid "Restore Windows on Load" +msgstr "ფანჯრების აღდგენა ჩატვირთვისას" + +msgid "Maximize Window" +msgstr "ფანჯრის გადიდება" + +msgid "External Programs" +msgstr "გარე პროგრამები" + +msgid "Raster Image Editor" +msgstr "რასტრული გამოსახულების რედაქტორი" + +msgid "Vector Image Editor" +msgstr "ვექტორული გამოსახულების რედაქტორი" + +msgid "Audio Editor" +msgstr "აუდიორედაქტორი" + +msgid "3D Model Editor" +msgstr "3D მოდელის რედაქტორი" + +msgid "Directories" +msgstr "საქაღალდეები" + +msgid "Autoscan Project Path" +msgstr "პროექტის ბილიკის ავტოსკანირება" + +msgid "File Dialog" +msgstr "ფაილის ფანჯარა" + +msgid "Show Hidden Files" +msgstr "დამალული ფაილების ჩვენება" + +msgid "Display Mode" +msgstr "ჩვენების რეჟიმი" + +msgid "Import" +msgstr "შემოტანა" + +msgid "Blender" +msgstr "Blender" + +msgid "Blender 3 Path" +msgstr "Blender 3-ის ბილიკი" + +msgid "RPC Port" +msgstr "RPC: პორტი" + +msgid "FBX" +msgstr "FBX" + +msgid "Tools" +msgstr "ხელსაწყოები" + +msgid "Oidn" +msgstr "Oidn" + +msgid "Scene Tree" +msgstr "სცენის ხე" + +msgid "Auto Expand to Selected" +msgstr "ავტომატური გაფართოება მონიშნულამდე" + +msgid "TextFile Extensions" +msgstr "ტექსტური ფაილის გაფართოებები" + +msgid "Property Editor" +msgstr "თვისების რედაქტორი" + +msgid "Color Theme" +msgstr "ფერის თემა" + +msgid "Appearance" +msgstr "გარეგნობა" + +msgid "Caret" +msgstr "კარეტა" + +msgid "Highlight Current Line" +msgstr "მიმდინარე ხაზის გამოკვეთა" + +msgid "Show Line Numbers" +msgstr "ხაზის ნომრების ჩვენება" + +msgid "Line Numbers Zero Padded" +msgstr "ხაზის ნომრები ნულებით შეივსება" + +msgid "Lines" +msgstr "ხაზები" + +msgid "Code Folding" +msgstr "კოდის გადატანა" + +msgid "Word Wrap" +msgstr "სიტყვების გადატანა" + +msgid "Autowrap Mode" +msgstr "ავტომატური გადატანის რეჟიმი" + +msgid "Whitespace" +msgstr "გამოტოვებები" + +msgid "Draw Spaces" +msgstr "გამოტოვებების დახატვა" + +msgid "Line Spacing" +msgstr "ხაზებს შუა მანძილი" + +msgid "Behavior" +msgstr "ქცევა" + +msgid "Navigation" +msgstr "ნავიგაცია" + +msgid "Smooth Scrolling" +msgstr "გლუვი გადახვევა" + +msgid "Drag and Drop Selection" +msgstr "გადაათრიეთ და დააგდეთ მონიშნული" + +msgid "Indent" +msgstr "შეწევა" + +msgid "Auto Indent" +msgstr "ავტომატური სწორება" + +msgid "Files" +msgstr "ფაილები" + +msgid "Restore Scripts on Load" +msgstr "სკრიპტების აღდგენა ჩატვირთვისას" + +msgid "Convert Indent on Save" +msgstr "შეწევის გადაყვანა შენახვისას" + +msgid "Script List" +msgstr "სკრიპტების სია" + +msgid "Completion" +msgstr "დასრულება" + +msgid "Code Complete Enabled" +msgstr "კოდის დასრულება ჩართულია" + +msgid "Add Type Hints" +msgstr "ტიპის მინიშნებების დამატება" + +msgid "Colorize Suggestions" +msgstr "მინიშნებების გაფერადება" + +msgid "Show Help Index" +msgstr "დახმარების ინდექსის ჩვენება" + +msgid "Editors" +msgstr "რედაქტორები" + +msgid "Selection Box Color" +msgstr "მონიშვნის დიალოგის ფერი" + +msgid "Instantiated" +msgstr "შექმნილია" + +msgid "Shape" +msgstr "მოხაზულობა" + +msgid "Grid Size" +msgstr "ბადის ზომა" + +msgid "Default FOV" +msgstr "ნაგულისხმევი FOV" + +msgid "Default Z Near" +msgstr "ნაგულისხმევი Z Near" + +msgid "Default Z Far" +msgstr "ნაგულისხმევი Z Far" + +msgid "Invert X Axis" +msgstr "X ღერძის ინვერსია" + +msgid "Invert Y Axis" +msgstr "Y ღერძის ინვერსია" + +msgid "Navigation Scheme" +msgstr "ნავიგაციის სქემა" + +msgid "Zoom Style" +msgstr "გადიდების სტილი" + +msgid "Pan Modifier" +msgstr "პანორამის მოდიფიკატორი" + +msgid "Navigation Feel" +msgstr "ნავიგაციის გრძნობა" + +msgid "Translation Inertia" +msgstr "გადაადგილების ინერცია" + +msgid "Zoom Inertia" +msgstr "გადიდების ინერცია" + +msgid "Freelook" +msgstr "თავისუფალი ხედი" + +msgid "Grid Color" +msgstr "ბადის ფერი" + +msgid "Bone Selected Color" +msgstr "ძვლის არჩეული ფერი" + +msgid "Panning" +msgstr "პანინგი" + +msgid "2D Editor Panning Scheme" +msgstr "2D რედაქტორის პანორამირების სქემა" + +msgid "2D Editor Pan Speed" +msgstr "2D რედაქტორის პანორამირების სიჩქარე" + +msgid "Tiles Editor" +msgstr "სათაურების რედაქტორი" + +msgid "Display Grid" +msgstr "ბადის ჩვენება" + +msgid "Polygon Editor" +msgstr "მრავალკუთხედის რედაქტორი" + +msgid "Show Previous Outline" +msgstr "წინა კონტურის ჩვენება" + +msgid "Autorename Animation Tracks" +msgstr "ანიმაციის ტრეკების სახელის ავტომატური გადარქმევა" + +msgid "Shader Editor" +msgstr "შეიდერის რედაქტორი" + +msgid "Restore Shaders on Load" +msgstr "შეიდერების აღდგენა ჩატვირთვისას" + +msgid "Visual Editors" +msgstr "ვიზუალური რედაქტორები" + +msgid "Lines Curvature" +msgstr "ხაზის სიმრუდე" + +msgid "Visual Shader" +msgstr "ვიზუალური შეიდერი" + +msgid "Port Preview Size" +msgstr "პორტის მინიატურის ზომა" + +msgid "Window Placement" +msgstr "ფანჯრის მდებარეობა" + +msgid "Rect" +msgstr "მართკუთხედი" + +msgid "Rect Custom Position" +msgstr "მართკუთხედი მომხმარებლის მდებარეობა" + +msgid "Screen" +msgstr "ეკრანი" + +msgid "Auto Save" +msgstr "ავტომატური შენახვა" + +msgid "Output" +msgstr "გამოტანა" + +msgid "Font Size" +msgstr "ფონტის ზომა" + +msgid "Remote Host" +msgstr "დაშორებული ჰოსტი" + +msgid "Debugger" +msgstr "გამმართველი" + +msgid "Profiler Frame Max Functions" +msgstr "მაქსიმალური ფუნქციები პროფაილერის კადრში" + +msgid "HTTP Proxy" +msgstr "HTTP პროქსი" + +msgid "Host" +msgstr "ჰოსტი" + +msgid "Project Manager" +msgstr "პროექტის მმართველი" + +msgid "Default Renderer" +msgstr "ნაგულისხმევი რენდერერი" + +msgid "Highlighting" +msgstr "გამოკვეთა" + +msgid "Base Type Color" +msgstr "ძირითადი ტიპის ფერი" + +msgid "Comment Color" +msgstr "კომენტარის ფერი" + +msgid "Doc Comment Color" +msgstr "დოკ. კომენტარის ფერი" + +msgid "String Color" +msgstr "სტრიქონის ფერი" + +msgid "Background Color" +msgstr "ფონტის ფერი" + +msgid "Completion Background Color" +msgstr "დასრულების ფონის ფერი" + +msgid "Completion Selected Color" +msgstr "დასრულების არჩეული ფერი" + +msgid "Completion Scroll Hovered Color" +msgstr "მონიშნულის გადახვევისას გადატარების ფერი" + +msgid "Text Color" +msgstr "ტექსტის ფერი" + +msgid "Line Number Color" +msgstr "ხაზის ნომრის ფერი" + +msgid "Safe Line Number Color" +msgstr "უსაფრთხო ხაზის ნომრის ფერი" + +msgid "Caret Color" +msgstr "კარეტის ფერი" + +msgid "Caret Background Color" +msgstr "კარეტის ფონის ფერი" + +msgid "Text Selected Color" +msgstr "მონიშნული ტექსტის ფერი" + +msgid "Selection Color" +msgstr "მონიშნულის ფერი" + +msgid "Function Color" +msgstr "ფუნქციის ფერი" + +msgid "Breakpoint Color" +msgstr "გამართვის წერტილის ფერი" + +msgid "Folded Code Region Color" +msgstr "გაკეცილი კოდის რეგიონის ფერი" + +msgid "Search Result Color" +msgstr "ძებნის შედეგის ფერი" + +msgid "Search Result Border Color" +msgstr "ძებნის შედეგის საზღვრის ფერი" + +msgid "Custom Template" +msgstr "მორგებული შაბლონი" + +msgid "Release" +msgstr "რელიზი" + +msgid "Export Console Wrapper" +msgstr "კონსოლის გადამყვანის გატანა" + +msgid "Binary Format" +msgstr "ბინარული ფორმატი" + +msgid "Texture Format" +msgstr "ტექსტურის ფორმატი" + +msgid "BPTC" +msgstr "BPTC" + +msgid "S3TC" +msgstr "S3TC" + +msgid "ETC" +msgstr "ETC" + +msgid "ETC2" +msgstr "ETC2" + +msgid "Export" +msgstr "გატანა" + +msgid "SSH" +msgstr "SSH" + +msgid "SCP" +msgstr "SCP" + +msgid "Export Path" +msgstr "გატანის ბილიკი" + +msgid "Access" +msgstr "წვდომა" + +msgid "File Mode" +msgstr "ფაილის რეჟიმი" + +msgid "Filters" +msgstr "ფილტრები" + +msgid "Flat" +msgstr "ბრტყელი" + +msgid "Hide Slider" +msgstr "ჩოჩიის დამალვა" + +msgid "Zoom" +msgstr "მასშტაბი" + +msgid "Antialiasing" +msgstr "მომრგვალება" + +msgid "Generate Mipmaps" +msgstr "მიპმაპების შექმნა" + +msgid "MSDF Size" +msgstr "MSDF ზომა" + +msgid "Allow System Fallback" +msgstr "სისტემური გადართვის დაშვბა" + +msgid "Hinting" +msgstr "მომრგვალება" + +msgid "Subpixel Positioning" +msgstr "ქვეპიქსელის მოთავსება" + +msgid "Metadata Overrides" +msgstr "მეტამონაცემები გადაფარავს" + +msgid "Language Support" +msgstr "ენის მხარდაჭერა" + +msgid "Script Support" +msgstr "სკრიპტის მხარდაჭერა" + +msgid "OpenType Features" +msgstr "OpenType-ის თვისებები" + +msgid "Compress" +msgstr "შეკუმშვა" + +msgid "Language" +msgstr "ენა" + +msgid "Variation" +msgstr "ვარიაცია" + +msgid "OpenType" +msgstr "OpenType" + +msgid "Transform" +msgstr "ტრასფორმირება" + +msgid "Bone Renamer" +msgstr "ძვლის სახელის გადარმქმევი" + +msgid "Rename Bones" +msgstr "ძვლების სახელის გადარქმევა" + +msgid "Unique Node" +msgstr "უნიკალური კვანძი" + +msgid "Skeleton Name" +msgstr "ჩონჩხის სახლი" + +msgid "Apply Node Transforms" +msgstr "კვანძის გარდაქმნების გადატარება" + +msgid "Normalize Position Tracks" +msgstr "მდებარეობის ტრეკების ნორმალიზაცია" + +msgid "Overwrite Axis" +msgstr "ღერძის თავზე გადაწერა" + +msgid "Filter" +msgstr "ფილტრი" + +msgid "Threshold" +msgstr "ზღვარი" + +msgid "Remove Tracks" +msgstr "ტრეკების წაშლა" + +msgid "Except Bone Transform" +msgstr "ძვლის გარდაქმნის გარდა" + +msgid "Unimportant Positions" +msgstr "უმნიშვნელო მდებარეობები" + +msgid "Create From" +msgstr "შექმნის წყარო" + +msgid "Scaling Mode" +msgstr "მასშტაბირის რეჟიმი" + +msgid "Delimiter" +msgstr "გამყოფი" + +msgid "Character Ranges" +msgstr "სიმბოლოს დიაპაზონები" + +msgid "Columns" +msgstr "სვეტები" + +msgid "Rows" +msgstr "სტრიქონები" + +msgid "Image Margin" +msgstr "გამოსახულების ზღვარი" + +msgid "Character Margin" +msgstr "სიმბოლოს ზღვარი" + +msgid "High Quality" +msgstr "მაღალი ხარისხი" + +msgid "HDR Compression" +msgstr "HDR შეკუმშვა" + +msgid "Channel Pack" +msgstr "არხების ნაკრები" + +msgid "Mipmaps" +msgstr "მინირუკები" + +msgid "Generate" +msgstr "გენერაცია" + +msgid "Limit" +msgstr "ზღვარი" + +msgid "Slices" +msgstr "ფენები" + +msgid "Horizontal" +msgstr "ჰორიზონტალური" + +msgid "Vertical" +msgstr "ვერტიკალური" + +msgid "Layout" +msgstr "განლაგება" + +msgid "Amount" +msgstr "რაოდენობა" + +msgid "Generate Tangents" +msgstr "მხებების გენერაცია" + +msgid "Scale Mesh" +msgstr "ბადის მასშტაბი" + +msgid "Optimize Mesh" +msgstr "ბადის ოპტიმიზაცია" + +msgid "Force Disable Mesh Compression" +msgstr "ბადის შეკუმშვის ძალით გათიშვა" + +msgid "Skip Import" +msgstr "შემოტანის გამოტოვება" + +msgid "Body Type" +msgstr "სხეულის ტიპი" + +msgid "Shape Type" +msgstr "მოხაზულობის ტიპი" + +msgid "Layer" +msgstr "ფენა" + +msgid "Mask" +msgstr "ნიღაბი" + +msgid "Mesh Instance" +msgstr "ბადის გაშვებული ასლი" + +msgid "Layers" +msgstr "ფენები" + +msgid "Visibility Range Begin" +msgstr "ხილვადობის შუალედის დასაწყისი" + +msgid "Visibility Range End" +msgstr "ხილვადობის შუალედის დასასრული" + +msgid "Visibility Range End Margin" +msgstr "ხილვადობის შუალედის დასასრულის საზღვარი" + +msgid "Visibility Range Fade Mode" +msgstr "ხილვადობის შუალედის მინავლების რეჟიმი" + +msgid "Cast Shadow" +msgstr "ჩრდილის დადება" + +msgid "Decomposition" +msgstr "დაშლა" + +msgid "Advanced" +msgstr "დამატებითი" + +msgid "Precision" +msgstr "სიზუსტე" + +msgid "Max Concavity" +msgstr "მაქს. ჩაზნექილობა" + +msgid "Resolution" +msgstr "გარჩევადობა" + +msgid "Normalize Mesh" +msgstr "ბადის ნორმალიზაცია" + +msgid "Max Convex Hulls" +msgstr "მაქს ამოზნექილი კორპუსები" + +msgid "Project Hull Vertices" +msgstr "პროექტის კორპუსის წვეროები" + +msgid "Height" +msgstr "სიმაღლე" + +msgid "Radius" +msgstr "რადიუსი" + +msgid "Occluder" +msgstr "ოკლუდატორი" + +msgid "Simplification Distance" +msgstr "გამარტივების მანძილი" + +msgid "Save to File" +msgstr "ფაილში შენახვა" + +msgid "Enabled" +msgstr "ჩართულია" + +msgid "Shadow Meshes" +msgstr "ჩრდილის ბადეები" + +msgid "Normal Merge Angle" +msgstr "ნორმალის შერწყმის კუთხე" + +msgid "Use External" +msgstr "გარეს გამოყენება" + +msgid "Loop Mode" +msgstr "მარყუჟის რეჟიმი" + +msgid "Keep Custom Tracks" +msgstr "მომხმარებლის ტრეკების შენარჩუნება" + +msgid "Optimizer" +msgstr "ოპტიმიზატორი" + +msgid "Max Velocity Error" +msgstr "მაქს სიჩქარის შეცდომა" + +msgid "Max Angular Error" +msgstr "მაქსიმალური კუთხოვანი შეცდომა" + +msgid "Max Precision Error" +msgstr "მაქს სიზუსტის შეცდომა" + +msgid "Page Size" +msgstr "გვერდის ზომა" + +msgid "Import Tracks" +msgstr "ტრეკების შემოტანა" + +msgid "Bone Map" +msgstr "ძვლების რუკა" + +msgid "Nodes" +msgstr "კვანძები" + +msgid "Root Type" +msgstr "ფესვის ტიპი" + +msgid "Root Name" +msgstr "საწყისი სახელი" + +msgid "Apply Root Scale" +msgstr "საწყისი მასშტაბის გადატარება" + +msgid "Root Scale" +msgstr "საწყისი მასშტაბი" + +msgid "Meshes" +msgstr "ბადეები" + +msgid "Generate LODs" +msgstr "LOD-ების გენერაცია" + +msgid "Create Shadow Meshes" +msgstr "ჩრდილის ბადეების შექმნა" + +msgid "Light Baking" +msgstr "სინათლის ცხობა" + +msgid "Force Disable Compression" +msgstr "შეკუმშვის ძალით გათიშვა" + +msgid "Skins" +msgstr "სკინები" + +msgid "Use Named Skins" +msgstr "მითითებული სკინების გამოყენება" + +msgid "FPS" +msgstr "კადრი/წმ" + +msgid "Remove Immutable Tracks" +msgstr "უცვლელი ტრეკების წაშლა" + +msgid "Import Script" +msgstr "სკრიპტის შემოტანა" + +msgid "Src Normal" +msgstr "წყარო ნორმალი" + +msgid "Process" +msgstr "პროცესი" + +msgid "Size Limit" +msgstr "ზომის ლიმიტი" + +msgid "Compress To" +msgstr "შეკუმშვა სად" + +msgid "SVG" +msgstr "SVG" + +msgid "Scale With Editor Scale" +msgstr "მასშტაბი რედაქტორით" + +msgid "Atlas File" +msgstr "ატლასის ფაილი" + +msgid "Import Mode" +msgstr "შემოტანის რეჟიმი" + +msgid "Crop to Region" +msgstr "ამოჭრა რეგიონამდე" + +msgid "Force" +msgstr "ძალა" + +msgid "Mono" +msgstr "მონო" + +msgid "Max Rate" +msgstr "მაქს სიხშირე" + +msgid "Max Rate Hz" +msgstr "მაქს სიხშირე ჰც" + +msgid "Edit" +msgstr "ჩასწორება" + +msgid "Trim" +msgstr "დაჭრა" + +msgid "Normalize" +msgstr "ნორმალიზაცია" + +msgid "Loop Begin" +msgstr "მარყუჟის დასაწყისი" + +msgid "Loop End" +msgstr "მარყუჟის დასასრული" + +msgid "Use Threads" +msgstr "ნაკადების გამოყენება" + +msgid "Available URLs" +msgstr "ხელმისაწვდომი ბმულები" + +msgid "Current Group Idx" +msgstr "მიმდინარე ჯგუფის Idx" + +msgid "Current Bone Idx" +msgstr "მიმდინარე ძვლის ID-ები" + +msgid "Bone Mapper" +msgstr "ძვლების ასახვა" + +msgid "Handle Colors" +msgstr "ფერების მართვა" + +msgid "Unset" +msgstr "მოხსნა" + +msgid "Set" +msgstr "დაყენება" + +msgid "Missing" +msgstr "აკლია" + +msgid "Error" +msgstr "შეცდომა" + +msgid "Camera" +msgstr "კამერა" + +msgid "Particles" +msgstr "ნაწილაკები" + +msgid "Particle Attractor" +msgstr "ნაწილაკების მიმზიდველი" + +msgid "Particle Collision" +msgstr "ნაწილაკების შეჯახება" + +msgid "Lightmap Lines" +msgstr "სინათლის რუკის ხაზები" + +msgid "Lightprobe Lines" +msgstr "სინათლის ზონდის ხაზები" + +msgid "Reflection Probe" +msgstr "ანარეკლის ზონდი" + +msgid "Gizmo Settings" +msgstr "Gizmo-ის მორგება" + +msgid "Path Tilt" +msgstr "ბილიკის მოხრა" + +msgid "External" +msgstr "გარე" + +msgid "Use External Editor" +msgstr "გარე რედაქტორის გამოყენება" + +msgid "Exec Path" +msgstr "გამშვების ბილიკი" + +msgid "Script Temperature Enabled" +msgstr "სკრიპტის ტემპერატურა ჩართულია" + +msgid "Group Help Pages" +msgstr "დახმარების გვერდების დაჯგუფება" + +msgid "Sort Scripts By" +msgstr "სკრიპტების დალაგების პირობა" + +msgid "Skeleton" +msgstr "ჩონჩხი" + +msgid "Selected Bone" +msgstr "არჩეული ძვალი" + +msgid "Bone Axis Length" +msgstr "ძვლის ღერძის სიგრძე" + +msgid "Bone Shape" +msgstr "ძვლის მოხაზულობა" + +msgid "ID" +msgstr "ID" + +msgid "Texture" +msgstr "ტექსტურა" + +msgid "Margins" +msgstr "გვერდის ველები" + +msgid "Separation" +msgstr "გაცალკევება" + +msgid "Texture Region Size" +msgstr "ტექსტურის რეგიონის ზომა" + +msgid "Use Texture Padding" +msgstr "ტექსტურის შევსების გამოყენება" + +msgid "Atlas Coords" +msgstr "ატლასის კოორდინატები" + +msgid "Speed" +msgstr "სიჩქარე" + +msgid "Frames Count" +msgstr "კადრების რაოდენობა" + +msgid "Duration" +msgstr "ხანგრძლივობა" + +msgid "Version Control" +msgstr "ვერსიის კონტროლი" + +msgid "Username" +msgstr "მომხმარებლის სახელი" + +msgid "Scene Name Casing" +msgstr "სცენის სახელის რეგისტრი" + +msgid "Plugin Name" +msgstr "დამატების სახელი" + +msgid "Ask Before Deleting Related Animation Tracks" +msgstr "კითხვა დაკავშირებული ანიმაციის ტრეკების წაშლამდე" + +msgid "Max Errors per Second" +msgstr "მაქს შეცდომა წამში" + +msgid "Enable File Logging" +msgstr "ფაილის ჟურნალის ჩართვა" + +msgid "Log Path" +msgstr "ჟურნალის ბილიკი" + +msgid "Max Log Files" +msgstr "მაქს ჟურნალის ფაილები" + +msgid "Driver" +msgstr "დრაივერი" + +msgid "GL Compatibility" +msgstr "GL თავსებადობა" + +msgid "Fallback to Angle" +msgstr "გადართვა კუთხეზე" + +msgid "Fallback to Native" +msgstr "გადართვა საუთარზე" + +msgid "Fallback to Gles" +msgstr "გადართვა Gles-ზე" + +msgid "Renderer" +msgstr "რენდერერი" + +msgid "Rendering Method" +msgstr "რენდერის მეთოდი" + +msgid "DPI" +msgstr "DPI" + +msgid "Allowed" +msgstr "დაშვებულია" + +msgid "Threads" +msgstr "ნაკადები" + +msgid "Handheld" +msgstr "ჯიბის" + +msgid "Orientation" +msgstr "ორიენტაცია" + +msgid "V-Sync" +msgstr "V-Sync" + +msgid "V-Sync Mode" +msgstr "V-Sync-ის რეჟიმი" + +msgid "stdout" +msgstr "stdout" + +msgid "Print GPU Profile" +msgstr "GPU-ის პროფილის გამოტანა" + +msgid "Hide Status Bar" +msgstr "მდგომარეობის ზოლის დამალვა" + +msgid "XR" +msgstr "XR" + +msgid "OpenXR" +msgstr "OpenXR" + +msgid "Default Action Map" +msgstr "ნაგულისხმევი ქმედების რუკა" + +msgid "Form Factor" +msgstr "ზომა" + +msgid "Environment Blend Mode" +msgstr "გარემოს შერევის რეჟიმი" + +msgid "Foveation Level" +msgstr "ჩაღრმავების დონე" + +msgid "Startup Alert" +msgstr "გაშვების გაფრთხილება" + +msgid "Extensions" +msgstr "გაფართოებები" + +msgid "Hand Tracking" +msgstr "ხელის დევნება" + +msgid "Eye Gaze Interaction" +msgstr "ურთიერთქმედებაზე მიჩერება" + +msgid "In Editor" +msgstr "რედაქტორში" + +msgid "BG Color" +msgstr "ფონის ფერი" + +msgid "Environment" +msgstr "გარემო" + +msgid "Defaults" +msgstr "ნაგულისხმევები" + +msgid "Show Image" +msgstr "გამოსახულების ჩვენება" + +msgid "Image" +msgstr "გამოსახულება" + +msgid "Use Filter" +msgstr "ფილტრის გამოყენება" + +msgid "Icon" +msgstr "ხატულა" + +msgid "Buffering" +msgstr "ბუფერის შევსება" + +msgid "Android" +msgstr "Android" + +msgid "Text Driver" +msgstr "ტექსტის დრაივერი" + +msgid "Custom Image" +msgstr "ხელით მითითებული გამოსახულება" + +msgid "Minimum Display Time" +msgstr "მინიმალური ჩვენების დრო" + +msgid "Project" +msgstr "პროექტი" + +msgid "Assembly Name" +msgstr "აგების სახელი" + +msgid "Operation" +msgstr "ოპერაცია" + +msgid "Snap" +msgstr "მიბმა" + +msgid "Collision" +msgstr "შეჯახება" + +msgid "Use Collision" +msgstr "შეჯახების გამოყენება" + +msgid "Collision Layer" +msgstr "შეჯახების დონე" + +msgid "Collision Mask" +msgstr "შეჯახების ნიღაბი" + +msgid "Collision Priority" +msgstr "შეჯახების პრიორიტეტი" + +msgid "Mesh" +msgstr "ბადე" + +msgid "Material" +msgstr "მასალა" + +msgid "Rings" +msgstr "ბეჭდები" + +msgid "Sides" +msgstr "მხარეები" + +msgid "Inner Radius" +msgstr "შიდა რადიუსი" + +msgid "Outer Radius" +msgstr "გარე რადიუსი" + +msgid "Polygon" +msgstr "მრავალკუთხედი" + +msgid "Depth" +msgstr "სიღრმე" + +msgid "Path Node" +msgstr "ბილიკის კვანძი" + +msgid "Path Rotation" +msgstr "ბილიკის შემობრუნება" + +msgid "Path Local" +msgstr "ბილიკი ლოკალურია" + +msgid "Path Continuous U" +msgstr "უწყვეტი ბილიკი U" + +msgid "Path Joined" +msgstr "ბილიკი შეერთდა" + +msgid "CSG" +msgstr "CSG" + +msgid "GDScript" +msgstr "GDScript" + +msgid "Global Function Color" +msgstr "გლობალური ფუნქციის ფერი" + +msgid "Node Reference Color" +msgstr "კვანძის მიმართვის ფერი" + +msgid "Annotation Color" +msgstr "ანოტაციის ფერი" + +msgid "String Name Color" +msgstr "სტრიქონის სახელის ფერი" + +msgid "Comment Markers" +msgstr "კომენტარის მარკერები" + +msgid "Critical Color" +msgstr "კრიტიკული ფერი" + +msgid "Warning Color" +msgstr "გაფრთხილების ფერი" + +msgid "Notice Color" +msgstr "შეტყობინების ფერი" + +msgid "Critical List" +msgstr "კრიტიკული სია" + +msgid "Warning List" +msgstr "გაფრთხილებების სია" + +msgid "Warnings" +msgstr "გაფრთხილებები" + +msgid "glTF" +msgstr "glTF" + +msgid "Naming Version" +msgstr "დასახელების ვერსია" + +msgid "Color" +msgstr "ფერი" + +msgid "Intensity" +msgstr "ინტენსვობა" + +msgid "Light Type" +msgstr "განათების ტიპი" + +msgid "Range" +msgstr "შუალედი" + +msgid "Mass" +msgstr "მასა" + +msgid "Linear Velocity" +msgstr "წრფივი იჩქარე" + +msgid "Center of Mass" +msgstr "მასის ცენტრი" + +msgid "Mesh Index" +msgstr "ბადის ინდექსი" + +msgid "Importer Mesh" +msgstr "შემომტანის ბადე" + +msgid "Image Format" +msgstr "გამოსახულების ფორმატი" + +msgid "Root Node Mode" +msgstr "Root კვანძის რეჟიმი" + +msgid "Json" +msgstr "Json" + +msgid "Minor Version" +msgstr "მინორული ვერსია" + +msgid "Copyright" +msgstr "საავტორო უფლებები" + +msgid "Buffers" +msgstr "ბაფერები" + +msgid "Scene Name" +msgstr "სცენის სახელი" + +msgid "Base Path" +msgstr "საბაზისო ბილიკი" + +msgid "Filename" +msgstr "ფაილის სახელი" + +msgid "Root Nodes" +msgstr "Root კვანძები" + +msgid "Texture Samplers" +msgstr "ტექსტურის მასშტაბი" + +msgid "Cameras" +msgstr "კამერები" + +msgid "Lights" +msgstr "სინათლეები" + +msgid "Unique Animation Names" +msgstr "უნიკალური ანიმაციის სახელები" + +msgid "Skeletons" +msgstr "ჩოჩნხები" + +msgid "Create Animations" +msgstr "ანიმაციების შექმნა" + +msgid "Animations" +msgstr "ანიმაციები" + +msgid "Component Type" +msgstr "კომპონენტის ტიპი" + +msgid "Normalized" +msgstr "ნორმალიზებულია" + +msgid "Count" +msgstr "რაოდენობა" + +msgid "Min" +msgstr "მინ" + +msgid "Sparse Count" +msgstr "გაყოფილი დათვლა" + +msgid "Loop" +msgstr "მარყუჟი" + +msgid "Buffer" +msgstr "ბუფერი" + +msgid "Byte Length" +msgstr "ბაიტის სიგრძე" + +msgid "Indices" +msgstr "ინდექსები" + +msgid "Perspective" +msgstr "პერსპექტივა" + +msgid "FOV" +msgstr "ხედვის არე" + +msgid "Depth Far" +msgstr "სიღრმე შორი" + +msgid "Depth Near" +msgstr "სიღრმე ახლო" + +msgid "Blend Weights" +msgstr "წონების შერევა" + +msgid "Instance Materials" +msgstr "გაშვებული ასლის მასალები" + +msgid "Parent" +msgstr "მშობელი" + +msgid "Xform" +msgstr "Xform" + +msgid "Skin" +msgstr "კანი" + +msgid "Children" +msgstr "ბავშვები" + +msgid "Light" +msgstr "მსუბუქი" + +msgid "Joints" +msgstr "შეერთებები" + +msgid "Godot Bone Node" +msgstr "Godot ძვლის კვანძი" + +msgid "Mag Filter" +msgstr "მაქს ფილტრი" + +msgid "Min Filter" +msgstr "მინ ფილტრი" + +msgid "Preview Size" +msgstr "მინიატურის ზომა" + +msgid "Editor Side" +msgstr "რედაქტორის მხარე" + +msgid "Cell" +msgstr "უჯრედი" + +msgid "Octant Size" +msgstr "ოქტანტის ზომა" + +msgid "Center X" +msgstr "ცენტრის X" + +msgid "Center Y" +msgstr "ცენტრის Y" + +msgid "Center Z" +msgstr "ცენტრის Z" + +msgid "Priority" +msgstr "პრიორიტეტი" + +msgid "Bake Navigation" +msgstr "ცხობის ნავიგაცია" + +msgid "Bake Quality" +msgstr "ცხობის ხარისხი" + +msgid "Region Size" +msgstr "რეგიონის ზომა" + +msgid "Denoising" +msgstr "ხმაურის მოცილება" + +msgid "Denoiser" +msgstr "დენოიზერი" + +msgid "BPM" +msgstr "BPM" + +msgid "Beat Count" +msgstr "დარტყმების რაოდენობა" + +msgid "Bar Beats" +msgstr "დარტყმები" + +msgid "Loop Offset" +msgstr "მარყუჟის წანაცვლება" + +msgid "IOD" +msgstr "IOD" + +msgid "Display Width" +msgstr "ეკრანის სიგანე" + +msgid "Display to Lens" +msgstr "ეკრანიდან ლინზამდე" + +msgid "K1" +msgstr "K1" + +msgid "K2" +msgstr "K2" + +msgid "Spawn Path" +msgstr "აღმოცენების ბილიკი" + +msgid "Spawn Limit" +msgstr "აღმოცენების ლიმიტი" + +msgid "Root Path" +msgstr "საწყისი ბილიკი" + +msgid "Replication Interval" +msgstr "რეპლიკაციის ინტერვალი" + +msgid "Delta Interval" +msgstr "დელტას ინტერვალი" + +msgid "Visibility Update Mode" +msgstr "ხილვადობის განახლების რეჟიმი" + +msgid "Refuse New Connections" +msgstr "ახალი შეერთებების უარყოფა" + +msgid "Max Sync Packet Size" +msgstr "მაქს. სინქრონიზაციის პაკეტის ზომა" + +msgid "Max Delta Packet Size" +msgstr "მაქს. დელტა პაკეტის ზომა" + +msgid "Noise Type" +msgstr "ხმაურის ტიპი" + +msgid "Frequency" +msgstr "სიხშირე" + +msgid "Fractal" +msgstr "ფრაქტალი" + +msgid "Octaves" +msgstr "ოქტავები" + +msgid "Gain" +msgstr "გაძლიერება" + +msgid "Ping Pong Strength" +msgstr "პინგ-პონგის სიმაგრე" + +msgid "Cellular" +msgstr "მობილური" + +msgid "Distance Function" +msgstr "მანძილის ფუნქცია" + +msgid "Jitter" +msgstr "თრთოლა" + +msgid "Return Type" +msgstr "დასაბრუნებელი მნიშვნელობის ტიპი" + +msgid "Amplitude" +msgstr "ამპლიტუდა" + +msgid "Fractal Type" +msgstr "ფრაქტალის ტიპი" + +msgid "Width" +msgstr "სიგანე" + +msgid "Invert" +msgstr "ინვერსია" + +msgid "Seamless" +msgstr "გამჭვირვალე" + +msgid "Noise" +msgstr "ხმაური" + +msgid "Localized Name" +msgstr "ლოკალიზებული სახელი" + +msgid "Action Type" +msgstr "ქმედების ტიპი" + +msgid "Toplevel Paths" +msgstr "ზედა დონის ბილიკები" + +msgid "Paths" +msgstr "ბილიკები" + +msgid "Interaction Profile Path" +msgstr "ინტერაქციის პროფილის ბილიკი" + +msgid "Display Refresh Rate" +msgstr "ეკრანის განახლების სიხშირე" + +msgid "Hand" +msgstr "ხელი" + +msgid "Motion Range" +msgstr "მოძრაობის შუალედი" + +msgid "Hand Skeleton" +msgstr "ხელის ჩონჩხი" + +msgid "Names" +msgstr "სახელები" + +msgid "Strings" +msgstr "სტრიქონები" + +msgid "Description URL" +msgstr "აღწერის URL" + +msgid "Service Type" +msgstr "სერვისის ტიპი" + +msgid "WebRTC" +msgstr "WebRTC" + +msgid "Write Mode" +msgstr "ჩაწერის რეჟიმი" + +msgid "Supported Protocols" +msgstr "მხარდაჭერილი პროტოკოლები" + +msgid "Session Mode" +msgstr "სესიის რეჟიმი" + +msgid "Wi-Fi Remote Debug Host" +msgstr "Wi-Fi დაშორებული გამართვის ჰოსტი" + +msgid "Export Format" +msgstr "გატანის ფორმატი" + +msgid "Min SDK" +msgstr "მინ. SDK" + +msgid "Target SDK" +msgstr "სამიზნე SDK" + +msgid "Plugins" +msgstr "დამატებები" + +msgid "Architectures" +msgstr "არქიტექტურები" + +msgid "Code" +msgstr "კოდი" + +msgid "Package" +msgstr "პაკეტი" + +msgid "Unique Name" +msgstr "უნიკალური სახელი" + +msgid "Signed" +msgstr "ხელმოწერილი" + +msgid "Exclude From Recents" +msgstr "უახლესებიდან ამოღება" + +msgid "Graphics" +msgstr "გრაფიკა" + +msgid "OpenGL Debug" +msgstr "OpenGL-ის გამართვა" + +msgid "XR Features" +msgstr "XR თვისებები" + +msgid "XR Mode" +msgstr "XR რეჟიმი" + +msgid "Immersive Mode" +msgstr "ჩაძირვადი რეჟიმი" + +msgid "User Data Backup" +msgstr "მომხმარებლის მონაცემების მარქაფი" + +msgid "Allow" +msgstr "დაშვება" + +msgid "Command Line" +msgstr "ბრძანების ველი" + +msgid "Extra Args" +msgstr "დამატებითი არგუმენტები" + +msgid "Public Key" +msgstr "საჯარო გასაღები" + +msgid "Permissions" +msgstr "წვდომები" + +msgid "Custom Permissions" +msgstr "წვდომების ხელით მითითება" + +msgid "Icons" +msgstr "ხატულები" + +msgid "iPhone 120 X 120" +msgstr "iPhone 120 X 120" + +msgid "iPhone 180 X 180" +msgstr "iPhone 180 X 180" + +msgid "iPad 76 X 76" +msgstr "iPad 76 X 76" + +msgid "iPad 152 X 152" +msgstr "iPad 152 X 152" + +msgid "iPad 167 X 167" +msgstr "iPad 167 X 167" + +msgid "App Store 1024 X 1024" +msgstr "App Store 1024 X 1024" + +msgid "Spotlight 40 X 40" +msgstr "Spotlight 40 X 40" + +msgid "Spotlight 80 X 80" +msgstr "Spotlight 80 X 80" + +msgid "Settings 58 X 58" +msgstr "პარამეტრები 58 X 58" + +msgid "Settings 87 X 87" +msgstr "პარამეტრები 87 X 87" + +msgid "Notification 40 X 40" +msgstr "გაფრთხილება 40 X 40" + +msgid "Notification 60 X 60" +msgstr "გაფრთხილება 60 X 60" + +msgid "iPhone 2436 X 1125" +msgstr "iPhone 2436 X 1125" + +msgid "iPhone 2208 X 1242" +msgstr "iPhone 2208 X 1242" + +msgid "iPad 1024 X 768" +msgstr "iPad 1024 X 768" + +msgid "iPad 2048 X 1536" +msgstr "iPad 2048 X 1536" + +msgid "iPhone 640 X 960" +msgstr "iPhone 640 X 960" + +msgid "iPhone 640 X 1136" +msgstr "iPhone 640 X 1136" + +msgid "iPhone 750 X 1334" +msgstr "iPhone 750 X 1334" + +msgid "iPhone 1125 X 2436" +msgstr "iPhone 1125 X 2436" + +msgid "iPad 768 X 1024" +msgstr "iPad 768 X 1024" + +msgid "iPad 1536 X 2048" +msgstr "iPad 1536 X 2048" + +msgid "iPhone 1242 X 2208" +msgstr "iPhone 1242 X 2208" + +msgid "Bundle Identifier" +msgstr "ნაკრების იდენტიფიკატორი" + +msgid "Signature" +msgstr "ხელმოწერა" + +msgid "Short Version" +msgstr "მოკლე ვერსია" + +msgid "Icon Interpolation" +msgstr "ხატულის ინტერპოლაცია" + +msgid "Launch Screens Interpolation" +msgstr "გაშვების ეკრანების ინტერპოლაცია" + +msgid "Export Project Only" +msgstr "მხოლოდ, პროექტის გატანა" + +msgid "Capabilities" +msgstr "შესაძლებლობები" + +msgid "Access Wi-Fi" +msgstr "წვდომა Wi-Fi-სთან" + +msgid "Push Notifications" +msgstr "პუშ გაფრთხილებები" + +msgid "User Data" +msgstr "მომხმარებლის მონაცემები" + +msgid "Privacy" +msgstr "პირადი ინფორმაცია" + +msgid "Camera Usage Description" +msgstr "კამერის გამოყენების აღწერა" + +msgid "Camera Usage Description Localized" +msgstr "კამერის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Microphone Usage Description" +msgstr "მიკროფონის გამოყენების აღწერა" + +msgid "Microphone Usage Description Localized" +msgstr "მიკროფონის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Photolibrary Usage Description" +msgstr "ფოტობიბლიოთეკის გამოყენების აღწერა" + +msgid "Photolibrary Usage Description Localized" +msgstr "ფოტობიბლიოთეკის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Image Scale Mode" +msgstr "გამოსახულების მასშტაბის რეჟიმი" + +msgid "Custom Image @2x" +msgstr "მომხმარებლის გამოსახულება @2x" + +msgid "Custom Image @3x" +msgstr "მომხმარებლის გამოსახულება @3x" + +msgid "Use Custom BG Color" +msgstr "ფონის ფერის ხელით მითითება" + +msgid "Custom BG Color" +msgstr "მომხმარებლის ფონის ფერი" + +msgid "Architecture" +msgstr "არქიტექტურა" + +msgid "Extra Args SSH" +msgstr "დამატებითი არგუმენტები SSH" + +msgid "Extra Args SCP" +msgstr "დამატებითი არგუმენტები SCP" + +msgid "Run Script" +msgstr "სკრიპტის გაშვება" + +msgid "Cleanup Script" +msgstr "სკრიპტის მოსუფთავება" + +msgid "macOS" +msgstr "macOS" + +msgid "rcodesign" +msgstr "'rcodesign'" + +msgid "Distribution Type" +msgstr "განაწილების ტიპი" + +msgid "Copyright Localized" +msgstr "საავტორო უფლებები, ნათარგმნი" + +msgid "Min macOS Version" +msgstr "მინიმალური macOS-ის ვერსია" + +msgid "Export Angle" +msgstr "კუთხის გატანა" + +msgid "Xcode" +msgstr "Xcode" + +msgid "Platform Build" +msgstr "პლატფორმა აგება" + +msgid "SDK Version" +msgstr "SDK-ის ვერსია" + +msgid "SDK Build" +msgstr "SDK აგება" + +msgid "SDK Name" +msgstr "SDK-ის სახელი" + +msgid "Xcode Version" +msgstr "Xcode-ის ვერსია" + +msgid "Xcode Build" +msgstr "Xcode-ის აგება" + +msgid "Codesign" +msgstr "'Codesign'" + +msgid "Installer Identity" +msgstr "დამყენებლის იდენტიფიკატორი" + +msgid "Identity" +msgstr "იდენტიფიკაცია" + +msgid "Certificate File" +msgstr "სერტიფიკატის ფაილი" + +msgid "Provisioning Profile" +msgstr "მუშაობისთვის მომზადების პროფილი" + +msgid "Entitlements" +msgstr "უფლებები" + +msgid "Custom File" +msgstr "მომხმარებლის ფაილი" + +msgid "Disable Library Validation" +msgstr "ბიბლიოთეკის გადამოწმების გათიშვა" + +msgid "Audio Input" +msgstr "აუდიოს შეტანა" + +msgid "Location" +msgstr "მდებარეობა" + +msgid "Address Book" +msgstr "მისამართების წიგნი" + +msgid "Calendars" +msgstr "კალენდრები" + +msgid "Apple Events" +msgstr "Apple-ის მოვლენები" + +msgid "Debugging" +msgstr "გამართვა" + +msgid "Network Server" +msgstr "ქსელური სერვერი" + +msgid "Files User Selected" +msgstr "ფაილები, რომლებიც მომხმარებელმა მონიშნა" + +msgid "Custom Options" +msgstr "ხელით მითითებული პარამეტრები" + +msgid "Notarization" +msgstr "ნოტარიალური დამოწმება" + +msgid "API UUID" +msgstr "API UUID" + +msgid "API Key" +msgstr "API-ის გასაღები" + +msgid "API Key ID" +msgstr "API გასაღების ID" + +msgid "Location Usage Description" +msgstr "მდებარეობის გამოყენების აღწერა" + +msgid "Location Usage Description Localized" +msgstr "მდებარეობის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Address Book Usage Description Localized" +msgstr "მისამართების წიგნის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Calendar Usage Description" +msgstr "კალენდრის გამოყენების აღწერა" + +msgid "Calendar Usage Description Localized" +msgstr "კალენდრის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Photos Library Usage Description" +msgstr "ფოტოების ბიბლიოთეკის გამოყენების აღწერა" + +msgid "Photos Library Usage Description Localized" +msgstr "ფოტოების ბიბლიოთეკის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Desktop Folder Usage Description" +msgstr "სამუშაო მაგიდის საქაღალდის გამოყენების აღწერა" + +msgid "Desktop Folder Usage Description Localized" +msgstr "სამუშაო მაგიდის საქაღალდის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Documents Folder Usage Description" +msgstr "დოკუმენტების საქაღალდის გამოყენების აღწერა" + +msgid "Documents Folder Usage Description Localized" +msgstr "დოკუმენტების საქაღალდის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Downloads Folder Usage Description Localized" +msgstr "გადმოწერების საქაღალდის გამოყენების აღწერა, ლოკალიზებული" + +msgid "Network Volumes Usage Description Localized" +msgstr "ქსელური ტომების გამოყენების აღწერა, ლოკალიზებული" + +msgid "Removable Volumes Usage Description Localized" +msgstr "მოხსნადი ტომების გამოყენების აღწერა, ლოკალიზებული" + +msgid "Web" +msgstr "ვები" + +msgid "Variant" +msgstr "ვარიანტი" + +msgid "VRAM Texture Compression" +msgstr "VRAM ტექსტურის შეკუმშვა" + +msgid "HTML" +msgstr "HTML" + +msgid "Custom HTML Shell" +msgstr "მომხმარებლის HTML გარსი" + +msgid "Experimental Virtual Keyboard" +msgstr "ექსპერიმენტული ვირტუალური კლავიატურა" + +msgid "Windows" +msgstr "Windows" + +msgid "rcedit" +msgstr "rcedit" + +msgid "signtool" +msgstr "signtool" + +msgid "osslsigncode" +msgstr "osslsigncode" + +msgid "wine" +msgstr "wine" + +msgid "Timestamp" +msgstr "დროის შტამპი" + +msgid "Modify Resources" +msgstr "რესურსების ჩასწორება" + +msgid "File Version" +msgstr "ფაილის ვერსია" + +msgid "Product Version" +msgstr "პროდუქტის ვერსია" + +msgid "Company Name" +msgstr "კომპანიის სახელი" + +msgid "Product Name" +msgstr "პროდუქტის სახელი" + +msgid "File Description" +msgstr "ფაილის აღწერა" + +msgid "Trademarks" +msgstr "სავაჭრო ნიშნები" + +msgid "Sprite Frames" +msgstr "სპრაიტის კადრები" + +msgid "Frame" +msgstr "კადრი" + +msgid "Speed Scale" +msgstr "სიჩქარის მასშტაბი" + +msgid "Centered" +msgstr "შუაზე გასწორებული" + +msgid "Monitoring" +msgstr "მონიტორინგი" + +msgid "Gravity" +msgstr "მიზიდულობა" + +msgid "Point" +msgstr "წერტილი" + +msgid "Point Unit Distance" +msgstr "წერტილის ერთეულის დაშორება" + +msgid "Point Center" +msgstr "ცენტრზე მითითება" + +msgid "Direction" +msgstr "მიმართულება" + +msgid "Audio Bus" +msgstr "აუდიომატარებელი" + +msgid "Current" +msgstr "მიმდინარე" + +msgid "Pitch Scale" +msgstr "ტრანსპონირება" + +msgid "Playing" +msgstr "მიმდინარეობს დაკვრა" + +msgid "Autoplay" +msgstr "ავტომატური დაკვრა" + +msgid "Attenuation" +msgstr "ატენუაცია" + +msgid "Max Polyphony" +msgstr "მაქს. პოლიფონია" + +msgid "Bus" +msgstr "მატარებელი" + +msgid "Copy Mode" +msgstr "კოპირების რეჟიმი" + +msgid "Anchor Mode" +msgstr "მიმაგრებაის რეჟიმი" + +msgid "Ignore Rotation" +msgstr "ტრიალის იგნორი" + +msgid "Process Callback" +msgstr "პროცესის უკუგამოძახება" + +msgid "Left" +msgstr "მარცხენა" + +msgid "Top" +msgstr "თავში" + +msgid "Right" +msgstr "მარჯვენა" + +msgid "Bottom" +msgstr "ბოლოში" + +msgid "Position Smoothing" +msgstr "მდებარეობის მოგლუვება" + +msgid "Rotation Smoothing" +msgstr "მობრუნების მოგლუვება" + +msgid "Drag" +msgstr "გადათრევა" + +msgid "Horizontal Enabled" +msgstr "ჰორიზონტალური ჩართულია" + +msgid "Vertical Enabled" +msgstr "ვერტიკალური ჩართულია" + +msgid "Horizontal Offset" +msgstr "ჰორიზონტალური წანაცვლება" + +msgid "Vertical Offset" +msgstr "ვერტიკალური წანაცვლება" + +msgid "Left Margin" +msgstr "მარცხენა ზღვარი" + +msgid "Top Margin" +msgstr "ზედა ზღვარი" + +msgid "Right Margin" +msgstr "მარჯვენა ზღვარი" + +msgid "Bottom Margin" +msgstr "ქვედა ზღვარი" + +msgid "Tweaks" +msgstr "მცირე ცვლილებები" + +msgid "Fit Margin" +msgstr "ჩატევის საზღვარი" + +msgid "Clear Margin" +msgstr "საზღვრის გასუფთავება" + +msgid "Use Mipmaps" +msgstr "მინირუკების გამოყენება" + +msgid "Disable Mode" +msgstr "რეჟიმის გათიშვა" + +msgid "Input" +msgstr "შეყვანა" + +msgid "Build Mode" +msgstr "აგების რეჟიმი" + +msgid "Disabled" +msgstr "გამოირთო" + +msgid "One Way Collision" +msgstr "ერთმხრივი დაჯახება" + +msgid "One Way Collision Margin" +msgstr "ერთმხრივი დაჯახების საზღვარი" + +msgid "Debug Color" +msgstr "გამართვის ფერი" + +msgid "Emitting" +msgstr "გამომსხივებელი" + +msgid "Time" +msgstr "დრო" + +msgid "Randomness" +msgstr "შემთხვევითობა" + +msgid "Drawing" +msgstr "ნახატი" + +msgid "Local Coords" +msgstr "ლოკალური კოორდინატები" + +msgid "Points" +msgstr "წერტილები" + +msgid "Colors" +msgstr "ფერები" + +msgid "Particle Flags" +msgstr "ნაწილაკის ალმები" + +msgid "Spread" +msgstr "გავრცელება" + +msgid "Initial Velocity" +msgstr "საწყისი სიჩქარე" + +msgid "Velocity Min" +msgstr "მინ. სიჩქარე" + +msgid "Velocity Max" +msgstr "მაქს. სიჩქარე" + +msgid "Velocity Curve" +msgstr "სიჩქარის მრუდი" + +msgid "Linear Accel" +msgstr "წრფივი აჩქარება" + +msgid "Accel Min" +msgstr "აჩქარება მინ" + +msgid "Accel Max" +msgstr "აჩქარება მაქს" + +msgid "Accel Curve" +msgstr "აჩქარების მრუდი" + +msgid "Damping Min" +msgstr "მინ. ჩახშობა" + +msgid "Damping Max" +msgstr "მაქს. ჩახშობა" + +msgid "Damping Curve" +msgstr "ჩახშობის მრუდი" + +msgid "Angle" +msgstr "კუთხე" + +msgid "Angle Curve" +msgstr "კუთხის მრუდ" + +msgid "Scale Amount Min" +msgstr "მასშტაბის რაოდენობის მინ" + +msgid "Scale Amount Max" +msgstr "მასშტაბის რაოდენობის მაქს" + +msgid "Scale Amount Curve" +msgstr "რაოდენობის მრუდის მასშტაბი" + +msgid "Split Scale" +msgstr "გაყოფის მასშტაბი" + +msgid "Scale Curve X" +msgstr "მრუდის X-ის მასშტაბი" + +msgid "Scale Curve Y" +msgstr "მრუდის Y-ის მასშტაბი" + +msgid "Hue Variation" +msgstr "ტონის ვარიაცია" + +msgid "Variation Min" +msgstr "ვარიაცია მინ" + +msgid "Variation Max" +msgstr "ვარიაცია მაქს" + +msgid "Variation Curve" +msgstr "ვარიაცია ბმული" + +msgid "Speed Min" +msgstr "მინ სიჩქარე" + +msgid "Speed Max" +msgstr "მაქს სიჩქარე" + +msgid "Speed Curve" +msgstr "სიჩქარის მრუდი" + +msgid "Offset Min" +msgstr "მინ წანაცვლება" + +msgid "Offset Max" +msgstr "მაქს წანაცვლება" + +msgid "Offset Curve" +msgstr "წანაცვლების მრუდი" + +msgid "Amount Ratio" +msgstr "რაოდენობის პროპორცია" + +msgid "Interpolate" +msgstr "ინტერპოლაცია" + +msgid "Interp to End" +msgstr "ინტერპოლაცია ბოლომდე" + +msgid "Base Size" +msgstr "ძირითადი ზომა" + +msgid "Trails" +msgstr "კვალები" + +msgid "Sections" +msgstr "ჭრილები" + +msgid "Node A" +msgstr "კვანძი A" + +msgid "Node B" +msgstr "კვანძი B" + +msgid "Disable Collision" +msgstr "შეჯახების გათიშვა" + +msgid "Softness" +msgstr "სირბილე" + +msgid "Lower" +msgstr "დაწევა" + +msgid "Upper" +msgstr "ზედა" + +msgid "Motor" +msgstr "მოტორი" + +msgid "Target Velocity" +msgstr "სამიზნის სიჩქარე" + +msgid "Length" +msgstr "სიგრძე" + +msgid "Stiffness" +msgstr "სიმყიფე" + +msgid "Editor Only" +msgstr "მხოლოდ, რედაქტორი" + +msgid "Energy" +msgstr "ენერგია" + +msgid "Blend Mode" +msgstr "შერევის რეჟიმი" + +msgid "Shadow" +msgstr "ჩრდილი" + +msgid "Filter Smooth" +msgstr "გლუვი გაფილტვრა" + +msgid "Closed" +msgstr "დახურულია" + +msgid "SDF Collision" +msgstr "SDF შეჯახება" + +msgid "Occluder Light Mask" +msgstr "ოკლუდატორის სინათლის ნიღაბი" + +msgid "Width Curve" +msgstr "სიგანის მრუდი" + +msgid "Default Color" +msgstr "ნაგულისხმები ფერი" + +msgid "Fill" +msgstr "შევსება" + +msgid "Gradient" +msgstr "გრადაცია" + +msgid "Texture Mode" +msgstr "ტექსტურის რეჟიმი" + +msgid "Joint Mode" +msgstr "გაერთიანების რეჟიმი" + +msgid "Border" +msgstr "საზღვარი" + +msgid "Antialiased" +msgstr "მომრგვალებული" + +msgid "Pathfinding" +msgstr "ბილიკის პოვნა" + +msgid "Path Desired Distance" +msgstr "ბილიკის სასურველი დაშორება" + +msgid "Navigation Layers" +msgstr "ნავიგაციის ფენები" + +msgid "Pathfinding Algorithm" +msgstr "ბილიკის პოვნის ალგორითი" + +msgid "Avoidance" +msgstr "თავიდან აცილება" + +msgid "Avoidance Enabled" +msgstr "თავიდან აცილება ჩართულია" + +msgid "Neighbor Distance" +msgstr "მეზობლის დაშორება" + +msgid "Time Horizon Agents" +msgstr "დროის ჰორიზონტის აგენტები" + +msgid "Time Horizon Obstacles" +msgstr "დროის ჰორიზონტის წინააღმდეგობები" + +msgid "Max Speed" +msgstr "მაქს. სიჩქარე" + +msgid "Avoidance Layers" +msgstr "თავიდან აცილების ფენები" + +msgid "Avoidance Mask" +msgstr "თავიდან აცილების ნიღაბი" + +msgid "Avoidance Priority" +msgstr "თავიდან აცილების პრირიტეტი" + +msgid "Use Custom" +msgstr "მორგებულის გამოყენება" + +msgid "Path Custom Color" +msgstr "ბილიკის ფერის მორგება" + +msgid "Path Custom Point Size" +msgstr "ბილიკის მორგებული ბილიკის ზომა" + +msgid "Path Custom Line Width" +msgstr "ბილიკის ხაზის სიგანის ხელით მითითება" + +msgid "Bidirectional" +msgstr "ორმხრივი" + +msgid "Start Position" +msgstr "საწყისი მდებარეობა" + +msgid "End Position" +msgstr "საბოლოო მდებარეობა" + +msgid "Enter Cost" +msgstr "შეიყვანეთ ღირებულება" + +msgid "Vertices" +msgstr "წვეროები" + +msgid "Navigation Polygon" +msgstr "ნავიგაციის პოლიგონი" + +msgid "Use Edge Connections" +msgstr "წიბო მიერთებების გამოყენება" + +msgid "Constrain Avoidance" +msgstr "შეზღუდვის თავიდან აცილება" + +msgid "Skew" +msgstr "გადახრა" + +msgid "Scroll" +msgstr "ჩამოქაჩვა" + +msgid "Base Offset" +msgstr "საბაზისო წანაცვლება" + +msgid "Base Scale" +msgstr "საბაზისო მასშტაბი" + +msgid "Motion" +msgstr "მოძრაობა" + +msgid "Mirroring" +msgstr "ანარეკლი" + +msgid "Curve" +msgstr "მრუდი" + +msgid "Progress" +msgstr "მიმდინარეობა" + +msgid "Progress Ratio" +msgstr "მიმდინარეობის შეფარდება" + +msgid "Rotates" +msgstr "ბრუნავს" + +msgid "Bone 2D Index" +msgstr "ძვლის 2D ინდექსი" + +msgid "Constant Linear Velocity" +msgstr "მუდმივი წრფივი სიჩქარე" + +msgid "Constant Angular Velocity" +msgstr "მუდმივი კუთხური სიჩქარე" + +msgid "Mass Distribution" +msgstr "მასის განაწილება" + +msgid "Center of Mass Mode" +msgstr "მასის ცენტრის რეჟიმი" + +msgid "Deactivation" +msgstr "დეაქცივაცია" + +msgid "Sleeping" +msgstr "მძინარე" + +msgid "Lock Rotation" +msgstr "ტრიალის დაბლოკვა" + +msgid "Freeze" +msgstr "გაყინვა" + +msgid "Freeze Mode" +msgstr "გაყინვის რეჟიმი" + +msgid "Solver" +msgstr "ამომხსნელი" + +msgid "Custom Integrator" +msgstr "მომხმარებლის ინტეგრატორი" + +msgid "Continuous CD" +msgstr "უწყვეტი CD" + +msgid "Linear" +msgstr "ხაზოვანი" + +msgid "Constant Forces" +msgstr "მუდმივი ძალები" + +msgid "Motion Mode" +msgstr "მოძრაობის რეჟიმი" + +msgid "Up Direction" +msgstr "მიმართულება მაღლა" + +msgid "Slide on Ceiling" +msgstr "სახურავზე გადაცურება" + +msgid "Floor" +msgstr "სართული" + +msgid "Constant Speed" +msgstr "მუდმივი სიჩქარე" + +msgid "Block on Wall" +msgstr "ბლოკი კედელზე" + +msgid "Snap Length" +msgstr "მიბმის სიგრძე" + +msgid "Floor Layers" +msgstr "სართულის ფენები" + +msgid "Wall Layers" +msgstr "კედლის ფენები" + +msgid "UV" +msgstr "ულტრაიისფერი გამოსხივება" + +msgid "Polygons" +msgstr "მრავალკუთხედები" + +msgid "Target Position" +msgstr "სამიზნის მდებარეობა" + +msgid "Areas" +msgstr "ადგილები" + +msgid "Remote Path" +msgstr "დაშორებული ბილიკი" + +msgid "Use Global Coordinates" +msgstr "გლობალური კოორდინატების გამოყენება" + +msgid "Update" +msgstr "განახლება" + +msgid "Margin" +msgstr "ზღვარი" + +msgid "Max Results" +msgstr "მაქს. შედეგები" + +msgid "Bone Angle" +msgstr "ძვლის კუთხე" + +msgid "Editor Settings" +msgstr "რედაქტორის პარამეტრი" + +msgid "Rest" +msgstr "პაუზა" + +msgid "Hframes" +msgstr "Hframes" + +msgid "Vframes" +msgstr "Vframes" + +msgid "Filter Clip Enabled" +msgstr "ფილტრის კლიპი ჩართულია" + +msgid "Collision Animatable" +msgstr "შეჯახება ანიმირებადია" + +msgid "Collision Visibility Mode" +msgstr "შეჯახების ხილვადობის რეჟიმი" + +msgid "Navigation Visibility Mode" +msgstr "ნავიგაციის ხილვადობის რეჟიმი" + +msgid "Texture Normal" +msgstr "ტექსტურის ნორმალი" + +msgid "Texture Pressed" +msgstr "ტექსტურაზე დაჭერილია" + +msgid "Enabling" +msgstr "ჩართვა" + +msgid "Node Path" +msgstr "კვანძის ბილიკი" + +msgid "Wind" +msgstr "ქარი" + +msgid "Attenuation Factor" +msgstr "ატენუაციის ფაქტორი" + +msgid "Source Path" +msgstr "წყაროს ბილიკი" + +msgid "Attenuation Model" +msgstr "ატენუაციის მოდელი" + +msgid "Max dB" +msgstr "მაქს დბ" + +msgid "Degrees" +msgstr "გრადუსი" + +msgid "Filter Attenuation dB" +msgstr "ატენუაციის ფილტრი დბ" + +msgid "dB" +msgstr "დბ" + +msgid "Doppler" +msgstr "დოპლერი" + +msgid "Tracking" +msgstr "ტრეკინგი" + +msgid "Bone Name" +msgstr "ძვლის სახელი" + +msgid "Bone Idx" +msgstr "ძვლის Idx" + +msgid "Override Pose" +msgstr "პოზის გადაფარვა" + +msgid "Keep Aspect" +msgstr "ფარდობის შენარჩუნება" + +msgid "Doppler Tracking" +msgstr "დოპლერის დევნება" + +msgid "Projection" +msgstr "პროექცია" + +msgid "Near" +msgstr "ახლოს" + +msgid "Far" +msgstr "შორს" + +msgid "Capture on Drag" +msgstr "გადაღება გადათრევისას" + +msgid "Ring Radius" +msgstr "რგოლის რადიუსი" + +msgid "Rotate Y" +msgstr "შებრუნება Y" + +msgid "Disable Z" +msgstr "Z-ის გათიშვა" + +msgid "Scale Curve Z" +msgstr "მრუდის Z-ის მასშტაბი" + +msgid "Albedo" +msgstr "ალბედო" + +msgid "Normal" +msgstr "ნორმალური" + +msgid "Parameters" +msgstr "პარამეტრები" + +msgid "Emission Energy" +msgstr "გამოსხივების ენერგია" + +msgid "Normal Fade" +msgstr "ნორმალური მინავლება" + +msgid "Vertical Fade" +msgstr "ვერტიკალური მინავლება" + +msgid "Upper Fade" +msgstr "ზედა მინავლება" + +msgid "Lower Fade" +msgstr "ქვედა მინავლება" + +msgid "Begin" +msgstr "დაწყება" + +msgid "Transform Align" +msgstr "გადაყვანის სწორება" + +msgid "Thickness" +msgstr "სისქე" + +msgid "Bake Mask" +msgstr "ცხობის ნიღაბი" + +msgid "Update Mode" +msgstr "განახლების რეჟიმი" + +msgid "Follow Camera Enabled" +msgstr "კამერის მიყოლა ჩართულია" + +msgid "Directionality" +msgstr "მიმართულება" + +msgid "Skeleton Path" +msgstr "ჩონჩხის ბილიკი" + +msgid "Layer Mask" +msgstr "ფენის ნიღაბი" + +msgid "Begin Margin" +msgstr "დაწყების ზღვარი" + +msgid "End" +msgstr "დასასრული" + +msgid "End Margin" +msgstr "დასასრულის საზღვარი" + +msgid "Fade Mode" +msgstr "მინავლების რეჟიმი" + +msgid "Solver Priority" +msgstr "ამომხსნელის პრიორიტეტი" + +msgid "Exclude Nodes From Collision" +msgstr "კვანძების გამორიცხვა შეჯახებიდან" + +msgid "Params" +msgstr "პარამეტრები" + +msgid "Relaxation" +msgstr "მოშვება" + +msgid "Max Impulse" +msgstr "მაქს იმპულსი" + +msgid "Linear Limit" +msgstr "წრფივი შეზღუდვა" + +msgid "Upper Distance" +msgstr "ზედა დაშორება" + +msgid "Lower Distance" +msgstr "ქვედა დაშორება" + +msgid "Restitution" +msgstr "დაბრუნება" + +msgid "Linear Motion" +msgstr "წრფივი გადაადგილება" + +msgid "Linear Ortho" +msgstr "წრფივი ორთო" + +msgid "Angular Motion" +msgstr "კუთხოვანი მოძრაობა" + +msgid "Angular Ortho" +msgstr "კუთხოვანი ორთო" + +msgid "X" +msgstr "X" + +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Linear Motor" +msgstr "წრფივი ძრავა" + +msgid "Linear Spring" +msgstr "წრფივი ზამბარა" + +msgid "ERP" +msgstr "ERP" + +msgid "Angular Motor" +msgstr "კუთხოვანი ძრავა" + +msgid "Angular Spring" +msgstr "კუთხოვანი ზამბარა" + +msgid "Pixel Size" +msgstr "პიქსელის ზომა" + +msgid "Flags" +msgstr "ალმები" + +msgid "Shaded" +msgstr "დაჩრდილული" + +msgid "Fixed Size" +msgstr "ფიქსირებული ზომა" + +msgid "Alpha Hash Scale" +msgstr "ალფა ჰეშის მასშტაბი" + +msgid "Texture Filter" +msgstr "ტექსტურის ფილტრი" + +msgid "Text" +msgstr "ტექსტი" + +msgid "Outline Modulate" +msgstr "კონტური მოდულაცია" + +msgid "Font" +msgstr "ფონტი" + +msgid "Horizontal Alignment" +msgstr "ჰორიზონტალური სწორება" + +msgid "Vertical Alignment" +msgstr "ვერტიკალური სწორება" + +msgid "Uppercase" +msgstr "მაღალირეგისტრი" + +msgid "Justification Flags" +msgstr "დამტკიცების ალმები" + +msgid "BiDi" +msgstr "BiDi" + +msgid "Text Direction" +msgstr "ტექსტის მიმართულება" + +msgid "Temperature" +msgstr "ტემპერატურა" + +msgid "Projector" +msgstr "პროექტორი" + +msgid "Angular Distance" +msgstr "კუთხური დაშორება" + +msgid "Negative" +msgstr "უარყოფითი" + +msgid "Specular" +msgstr "ამრეკლავი" + +msgid "Bake Mode" +msgstr "ცხობის რეჟიმი" + +msgid "Blur" +msgstr "ბუნდოვნება" + +msgid "Split 1" +msgstr "გაყოფა 1" + +msgid "Split 2" +msgstr "გაყოფა 2" + +msgid "Split 3" +msgstr "გაყოფა 3" + +msgid "Pancake Size" +msgstr "Pancake-ის ზომა" + +msgid "Sky Mode" +msgstr "ცის რეჟიმი" + +msgid "Shadow Mode" +msgstr "ჩრდილის რეჟიმი" + +msgid "Spot" +msgstr "წერტილოვანი" + +msgid "Angle Attenuation" +msgstr "კუთხის ატენუაცია" + +msgid "Light Texture" +msgstr "სინათლის ტექსტურა" + +msgid "Quality" +msgstr "ხარისხი" + +msgid "Directional" +msgstr "მიმართული" + +msgid "Use Texture for Bounces" +msgstr "ტექსტურს გამოყენება ხტუნვისთვის" + +msgid "Interior" +msgstr "ინტერიერი" + +msgid "Use Denoiser" +msgstr "დენოიზერის გამოყენება" + +msgid "Denoiser Strength" +msgstr "დენოიზერის სიძლიერე" + +msgid "Max Texture Size" +msgstr "მაქს. ტექსტურის ზომა" + +msgid "Custom Sky" +msgstr "მომხმარებლის ცა" + +msgid "Custom Color" +msgstr "ფერის არჩევა" + +msgid "Custom Energy" +msgstr "მორგებული ენერგია" + +msgid "Gen Probes" +msgstr "გენ ზონდები" + +msgid "Path Height Offset" +msgstr "ბილიკის სიმაღლის წანაცვლება" + +msgid "Use 3D Avoidance" +msgstr "3D თავიდან აცილების გამოყენება" + +msgid "Keep Y Velocity" +msgstr "Y სიჩქარის შენარჩუნება" + +msgid "Navigation Mesh" +msgstr "ნავიგაციის ბადე" + +msgid "Rotation Edit Mode" +msgstr "მობრუნების ჩასწორების რეჟიმი" + +msgid "Rotation Order" +msgstr "ბრუნვის მიმდევრობა" + +msgid "Top Level" +msgstr "ზედა დონე" + +msgid "Visibility" +msgstr "ხილვადობა" + +msgid "Visible" +msgstr "ხილული" + +msgid "Bake" +msgstr "ცხობა" + +msgid "Rotation Mode" +msgstr "მობრუნების რეჟიმი" + +msgid "Tilt Enabled" +msgstr "მოხრა ჩართულია" + +msgid "Linear X" +msgstr "წრფივი X" + +msgid "Linear Y" +msgstr "წრფივი Y" + +msgid "Linear Z" +msgstr "წრფივი Z" + +msgid "Joint Constraints" +msgstr "შეერთების შეზღუდვები" + +msgid "Angular Limit Enabled" +msgstr "კუთხური შეზღუდვა ჩართულია" + +msgid "Angular Limit Upper" +msgstr "კუთხური შეზღუდვა ზედა" + +msgid "Angular Limit Lower" +msgstr "კუთხური შეზღუდვის მინ" + +msgid "Angular Limit Softness" +msgstr "კუთხური შეზღუდვის სირბილე" + +msgid "Angular Limit Relaxation" +msgstr "კუთხური შეზღუდვის მოშვება" + +msgid "Linear Limit Upper" +msgstr "წრფივი ლიმიტი ზედა" + +msgid "Linear Limit Lower" +msgstr "წრფივი ლიმიტი ქვედა" + +msgid "Linear Limit Softness" +msgstr "წრფივი ლიმიტის სირბილე" + +msgid "Linear Limit Restitution" +msgstr "წრფივი ლიმიტის დაბრუნება" + +msgid "Angular Limit Restitution" +msgstr "კუთხური შეზღუდვის დაბრუნება" + +msgid "Linear Limit Enabled" +msgstr "წრფივი ლიმიტი ჩართულია" + +msgid "Linear Spring Enabled" +msgstr "წრფივი ზამბარა ცართულია" + +msgid "Linear Spring Stiffness" +msgstr "წრფივი ზამბარის სიმყიფე" + +msgid "Linear Equilibrium Point" +msgstr "წრფივი ტოლობის წერტილი" + +msgid "Linear Restitution" +msgstr "წრფივი დაბრუნება" + +msgid "Angular Restitution" +msgstr "კუთხოვანი დაბრუნება" + +msgid "Angular Spring Enabled" +msgstr "კუთხოვანი ზამბარა ჩართულია" + +msgid "Friction" +msgstr "ხახუნი" + +msgid "Bounce" +msgstr "ხტუნვა" + +msgid "Box Projection" +msgstr "ყუთის პროექცია" + +msgid "Enable Shadows" +msgstr "ჩრდილების ჩართვა" + +msgid "Ambient" +msgstr "გარემოს განათება" + +msgid "Color Energy" +msgstr "ფერის ენერგია" + +msgid "Bones" +msgstr "ძვლები" + +msgid "Motion Scale" +msgstr "მოძრაობის მასშტაბი" + +msgid "Show Rest Only" +msgstr "მხოლოდ, დარჩენილის ჩვენება" + +msgid "Animate Physical Bones" +msgstr "ფიზიკური ძვლების ანიმაცია" + +msgid "Root Bone" +msgstr "ძირითადი ძვალი" + +msgid "Interpolation" +msgstr "ინტერპოლაცია" + +msgid "Target" +msgstr "სამიზნე" + +msgid "Magnet" +msgstr "მაგნიტი" + +msgid "Target Node" +msgstr "სამიზნე კვანძი" + +msgid "Min Distance" +msgstr "მინ. დაშორება" + +msgid "Max Iterations" +msgstr "მაქს. იტერაციები" + +msgid "Pinned Points" +msgstr "მიმაგრებული წერტილები" + +msgid "Attachments" +msgstr "დანართი" + +msgid "Point Index" +msgstr "წერტილის ინდექსი" + +msgid "Parent Collision Ignore" +msgstr "მშობლის შეჯახების გამოტოვება" + +msgid "Use as Traction" +msgstr "გასათრევად გამოყენება" + +msgid "Wheel" +msgstr "ბორბალი" + +msgid "Friction Slip" +msgstr "ხახუნი სრიალი" + +msgid "Suspension" +msgstr "სუსპენზია" + +msgid "Travel" +msgstr "მოგზაურობა" + +msgid "Max Force" +msgstr "მაქს ძალა" + +msgid "Sorting" +msgstr "დალაგება" + +msgid "Geometry" +msgstr "გეომეტრია" + +msgid "Transparency" +msgstr "გამჭვირვალობა" + +msgid "Global Illumination" +msgstr "გლობალური განათება" + +msgid "Dynamic Range" +msgstr "დინამიკური შუალედი" + +msgid "Propagation" +msgstr "გავრცელება" + +msgid "Tracker" +msgstr "ტრეკერი" + +msgid "Pose" +msgstr "პოზა" + +msgid "World Scale" +msgstr "სამყაროს მასშტაბი" + +msgid "Play Mode" +msgstr "დაკვრის რეჟიმი" + +msgid "Sync" +msgstr "სინქრონიზაცია" + +msgid "Mix Mode" +msgstr "შერევის რეჟიმი" + +msgid "Fadein Time" +msgstr "გამოჩენის დრო" + +msgid "Fadein Curve" +msgstr "გამოჩენის მრუდი" + +msgid "Fadeout Curve" +msgstr "მინავლების მრუდი" + +msgid "Auto Restart" +msgstr "ავტომატური გადატვირთვა" + +msgid "Autorestart" +msgstr "ავტოგადატვირთვა" + +msgid "Delay" +msgstr "დაყოვნება" + +msgid "Random Delay" +msgstr "შემთხვევითი დაყოვნება" + +msgid "Xfade Curve" +msgstr "Xfade-ის მრუდი" + +msgid "Input Count" +msgstr "შეყვანის რაოდენობა" + +msgid "Request" +msgstr "მოთხოვნა" + +msgid "Active" +msgstr "აქტიური" + +msgid "Internal Active" +msgstr "შიდა აქტიურია" + +msgid "Add Amount" +msgstr "რაოდენობის დამატება" + +msgid "Blend Amount" +msgstr "შერევების რაოდენობა" + +msgid "Sub Amount" +msgstr "რაოდენობის გამოკლება" + +msgid "Current Index" +msgstr "მიმდინარე ინდექსი" + +msgid "Current State" +msgstr "მიმდინარე მდგომარეობა" + +msgid "Transition Request" +msgstr "გარდასვლის მოთხოვნა" + +msgid "Libraries" +msgstr "ბიბლიოთეკები" + +msgid "Reset on Save" +msgstr "ჩამოყრა შენახვისას" + +msgid "Root Node" +msgstr "Root კვანძი" + +msgid "Track" +msgstr "ტრეკი" + +msgid "Callback Mode" +msgstr "უკუგამოძახების რეჟიმი" + +msgid "Reset" +msgstr "ჩამოყრა" + +msgid "Switch" +msgstr "გადართვა" + +msgid "Switch Mode" +msgstr "გადართვის რეჟიმი" + +msgid "Advance" +msgstr "დამატებით" + +msgid "Condition" +msgstr "მდგომარეობა" + +msgid "Expression" +msgstr "გამოსახულება" + +msgid "State Machine Type" +msgstr "მდგომარეობის მანქანის ტიპი" + +msgid "Reset Ends" +msgstr "ჩამოყრა ასრულებს" + +msgid "Current Animation" +msgstr "მიმდინარე ანიმაცია" + +msgid "Playback Options" +msgstr "დაკვრის პარამეტრები" + +msgid "Default Blend Time" +msgstr "ნაგულისხმევი შერევის დრო" + +msgid "Tree Root" +msgstr "ხის საწყისი" + +msgid "Anim Player" +msgstr "ანიმაციის დამკვრელი" + +msgid "Animation Path" +msgstr "ანიმაციის ბილიკი" + +msgid "Ratio" +msgstr "პროპორციები" + +msgid "Stretch Mode" +msgstr "გაწელვის რეჟიმი" + +msgid "Alignment" +msgstr "სწორება" + +msgid "Button Pressed" +msgstr "ღილაკი დაჭერილია" + +msgid "Action Mode" +msgstr "ქმედების რეჟიმი" + +msgid "Text Behavior" +msgstr "ტექსტის ქცევა" + +msgid "Clip Text" +msgstr "კლიპის ტექსტი" + +msgid "Icon Behavior" +msgstr "ხატულის ქცევა" + +msgid "Icon Alignment" +msgstr "ხატულების სწორება" + +msgid "Vertical Icon Alignment" +msgstr "ვერტიკალური ხატულის სწორება" + +msgid "Line Folding" +msgstr "ხაზის გაკეცვა" + +msgid "Draw Line Numbers" +msgstr "ხაზის ნომრების დახატვა" + +msgid "Zero Pad Line Numbers" +msgstr "ხაზის ნომრები ნულებით შეივსება" + +msgid "Delimiters" +msgstr "გამყოფები" + +msgid "Comments" +msgstr "კომენტარები" + +msgid "Code Completion" +msgstr "კოდის დასრულება" + +msgid "Prefixes" +msgstr "პრეფიქსები" + +msgid "Indentation" +msgstr "სწორება" + +msgid "Use Spaces" +msgstr "გამოტოვებების გამოყენება" + +msgid "Automatic" +msgstr "ავტომატური" + +msgid "Auto Brace Completion" +msgstr "ფრჩხილების ავტომატური დახურვა" + +msgid "Highlight Matching" +msgstr "დამთხვევის გამოკვეთა" + +msgid "Pairs" +msgstr "წყვილები" + +msgid "Color Mode" +msgstr "ფერის რეჟიმი" + +msgid "Deferred Mode" +msgstr "გადადებული რეჟიმი" + +msgid "Picker Shape" +msgstr "ამრჩევის ფორმა" + +msgid "Customization" +msgstr "ხელით შეტანილი ცვლილებები" + +msgid "Color Modes Visible" +msgstr "ფერის რეჟიმები ხილულია" + +msgid "Theme Overrides" +msgstr "თემა გადაფარავს" + +msgid "Constants" +msgstr "კონსტანტები" + +msgid "Font Sizes" +msgstr "ფონტის ზომები" + +msgid "Styles" +msgstr "სტილები" + +msgid "Clip Contents" +msgstr "კლიპის შემცველობა" + +msgid "Custom Minimum Size" +msgstr "მინიმალური ზომის მორგება" + +msgid "Layout Direction" +msgstr "განლაგების მიმართულება" + +msgid "Layout Mode" +msgstr "განლაგების რეჟიმი" + +msgid "Anchor Points" +msgstr "მიმაგრების წერტილი" + +msgid "Anchor Offsets" +msgstr "მიმაგრების წანაცვლებები" + +msgid "Stretch Ratio" +msgstr "გაწელვის ფარდობა" + +msgid "Localization" +msgstr "ლოკალიზაცია" + +msgid "Auto Translate" +msgstr "ავტომატური თარგმანი" + +msgid "Tooltip" +msgstr "მინიშნება" + +msgid "Focus" +msgstr "ფოკუსი" + +msgid "Next" +msgstr "შემდეგი" + +msgid "Previous" +msgstr "წინა" + +msgid "Mouse" +msgstr "თაგუნა" + +msgid "Default Cursor Shape" +msgstr "ნაგულისხმევი კურსორის ფორმა" + +msgid "Type Variation" +msgstr "ტიპის ვარიაცია" + +msgid "Dialog" +msgstr "ფანჯარა" + +msgid "Hide on OK" +msgstr "დამალვა დიახზე დაჭერისას" + +msgid "Close on Escape" +msgstr "დახურვა Escape ღილაკით" + +msgid "Root Subfolder" +msgstr "საწყისი ქვესაქაღალდე" + +msgid "Show Grid" +msgstr "ბადის ჩვენება" + +msgid "Snapping Enabled" +msgstr "მიბმა ჩართულია" + +msgid "Snapping Distance" +msgstr "მიბმის მანძილი" + +msgid "Panning Scheme" +msgstr "პანორამირების სქემა" + +msgid "Right Disconnects" +msgstr "მარჯვენა თიშავს" + +msgid "Connection Lines" +msgstr "მიერთების ხაზები" + +msgid "Curvature" +msgstr "სიმრუდე" + +msgid "Zoom Min" +msgstr "მინიმალური გადიდება" + +msgid "Zoom Max" +msgstr "მაქსიმალური გადიდება" + +msgid "Zoom Step" +msgstr "გადიდების ბიჯები" + +msgid "Show Menu" +msgstr "მენიუს ჩვენება" + +msgid "Show Zoom Buttons" +msgstr "გადიდებისღილაკების ჩვენება" + +msgid "Position Offset" +msgstr "მდებარეობის წანაცვლება" + +msgid "Selectable" +msgstr "მონიშვნადი" + +msgid "Selected" +msgstr "მონიშნული" + +msgid "Title" +msgstr "სათაური" + +msgid "Allow Reselect" +msgstr "თავიდან არჩევის დაშვება" + +msgid "Allow RMB Select" +msgstr "RMB მონიშვნის დაშვება" + +msgid "Allow Search" +msgstr "ძებნის დაშვება" + +msgid "Items" +msgstr "ელემენტები" + +msgid "Icon Mode" +msgstr "ხატულის რეჟიმი" + +msgid "Icon Scale" +msgstr "ხატულის მასშტაბი" + +msgid "Fixed Icon Size" +msgstr "ფიქსირებული ხატულის ზომა" + +msgid "Label Settings" +msgstr "ჭდის მორგება" + +msgid "Displayed Text" +msgstr "ნაჩვენები ტექსტი" + +msgid "Visible Ratio" +msgstr "ხილული ფარდობა" + +msgid "Max Length" +msgstr "მაქსიმალური სიგრძე" + +msgid "Expand to Text Length" +msgstr "გაფართოება ტექსტის სიგრძემდე" + +msgid "Virtual Keyboard Enabled" +msgstr "ვირტუალური კლავიატურა ჩართულია" + +msgid "Virtual Keyboard Type" +msgstr "ვირტუალური კლავიატურის ტიპი" + +msgid "Clear Button Enabled" +msgstr "გასუფთავების ღილაკი ჩართულია" + +msgid "Middle Mouse Paste Enabled" +msgstr "თაგუნას შუა წკაპით ჩასმა ჩართულია" + +msgid "Selecting Enabled" +msgstr "მონიშვნა ჩართულია" + +msgid "Deselect on Focus Loss Enabled" +msgstr "მონიშვნის მოხსნა ფოკუსის დაკარგვისას ჩართულია" + +msgid "Drag and Drop Selection Enabled" +msgstr "მონიშნულის გადათრევა/დაგდება ჩართულია" + +msgid "Right Icon" +msgstr "მარჯვენა ხატულა" + +msgid "Select All on Focus" +msgstr "ყველას მონიშვნა ფოკუსის მიღებისას" + +msgid "Blink" +msgstr "ციმციმი" + +msgid "Column" +msgstr "სვეტები" + +msgid "Force Displayed" +msgstr "ნაჩვენებია ძალით" + +msgid "Secret" +msgstr "საიდუმლო" + +msgid "Underline" +msgstr "ხაზგასმული" + +msgid "URI" +msgstr "URI" + +msgid "Start Index" +msgstr "ინდექსის დასაწყისი" + +msgid "Switch on Hover" +msgstr "გადართვა გადატარებისას" + +msgid "Region Rect" +msgstr "მართკუთხედი რეგიონი" + +msgid "Hide on Item Selection" +msgstr "დამალვა ელემენტის მონიშვნისას" + +msgid "Hide on Checkable Item Selection" +msgstr "დამალვა მონიშვნადი ელემენტის არჩევისას" + +msgid "Hide on State Item Selection" +msgstr "დამალვა მდგომარეობის ელემენტის არჩევისას" + +msgid "Fill Mode" +msgstr "შევსების რეჟიმი" + +msgid "Show Percentage" +msgstr "პროცენტული მაჩვენებლის ჩვენება" + +msgid "Step" +msgstr "ბიჯი" + +msgid "Page" +msgstr "გვერდი" + +msgid "Exp Edit" +msgstr "გამოს. ჩასწორება" + +msgid "Rounded" +msgstr "მომრგვალებული" + +msgid "Border Color" +msgstr "საზღვრის ფერი" + +msgid "Border Width" +msgstr "საზღვრის სიგანე" + +msgid "Elapsed Time" +msgstr "გასული დრო" + +msgid "Outline" +msgstr "კონტური" + +msgid "Glyph Index" +msgstr "გლიფების ინდექსი" + +msgid "Glyph Count" +msgstr "გლიფების რაოდენობა" + +msgid "BBCode Enabled" +msgstr "BBCode ჩართულია" + +msgid "Fit Content" +msgstr "შემცველობის ჩატევა" + +msgid "Tab Size" +msgstr "ჩანართის ზომა" + +msgid "Markup" +msgstr "მარქაფი" + +msgid "Custom Effects" +msgstr "მომხმარებლის ეფექტები" + +msgid "Threaded" +msgstr "ნაკადებით" + +msgid "Progress Bar Delay" +msgstr "მიმდინარეობის ზოლის დაყოვნება" + +msgid "Text Selection" +msgstr "მონიშნული ტექსტი" + +msgid "Selection Enabled" +msgstr "მონიშვნა ჩართულია" + +msgid "Custom Step" +msgstr "ბიჯის მორგება" + +msgid "Follow Focus" +msgstr "ფოკუსის მიყოლა" + +msgid "Horizontal Custom Step" +msgstr "ჰორიზონტალური მომხმარებლის ნაბიჯი" + +msgid "Vertical Custom Step" +msgstr "ვერტიკალური მომხმარებლის ნაბიჯი" + +msgid "Horizontal Scroll Mode" +msgstr "ჰორიზონტალური გადახვევის რეჟიმი" + +msgid "Vertical Scroll Mode" +msgstr "ვერტიკალური გადახვევის რეჟიმი" + +msgid "Scroll Deadzone" +msgstr "მკვდარიზონის ჩოჩია" + +msgid "Scrollable" +msgstr "გადახვევადი" + +msgid "Ticks on Borders" +msgstr "წერტილები საზღვრებზე" + +msgid "Update on Text Changed" +msgstr "განახლება ტექსტის ცვლილებისას" + +msgid "Custom Arrow Step" +msgstr "მომხმარებლის ისრის ნაბიჯი" + +msgid "Split Offset" +msgstr "გაყოფის წანაცვლება" + +msgid "Collapsed" +msgstr "აკეცვა" + +msgid "Stretch Shrink" +msgstr "გაწელვა შემჭიდროვება" + +msgid "Tabs" +msgstr "ჩანართები" + +msgid "Current Tab" +msgstr "მიმდინარე ჩანართი" + +msgid "Tab Alignment" +msgstr "ჩანართის სწორება" + +msgid "Max Tab Width" +msgstr "მაქს ჩანართის სიგანე" + +msgid "Drag to Rearrange Enabled" +msgstr "გადათრევა გადასალაგებლად ჩართულია" + +msgid "Scroll to Selected" +msgstr "გადახვევა მონიშნულამდე" + +msgid "Tab Focus Mode" +msgstr "ჩანართის ფოკუსის რეჟიმი" + +msgid "Wrap Mode" +msgstr "გადატანის რეჟიმი" + +msgid "Smooth" +msgstr "რბილი" + +msgid "Draw" +msgstr "ხატვა" + +msgid "Draw When Editable Disabled" +msgstr "დახატვა, როცა ჩასწორებადი გათიშულია" + +msgid "Multiple" +msgstr "მრავალი" + +msgid "Visual Whitespace" +msgstr "ვიზუალური გამოტოვება" + +msgid "Control Chars" +msgstr "საკონტროლო სიმბოლოები" + +msgid "Spaces" +msgstr "სივრცეები" + +msgid "Hover" +msgstr "გადატარება" + +msgid "Focused" +msgstr "მონიშნული" + +msgid "Click Mask" +msgstr "წკაპის ნიღაბი" + +msgid "Ignore Texture Size" +msgstr "ტექსტურის ზომის იგნორი" + +msgid "Nine Patch Stretch" +msgstr "გაწელვა 9 ადგილამდე" + +msgid "Stretch Margin" +msgstr "გაწელვის საზღვარი" + +msgid "Under" +msgstr "ქვემოდან" + +msgid "Over" +msgstr "ზემოთ" + +msgid "Tint" +msgstr "ტონი" + +msgid "Center Offset" +msgstr "ცენტრის წანაცვლება" + +msgid "Expand Mode" +msgstr "გაფართოების რეჟიმი" + +msgid "Hide Folding" +msgstr "გაკეცვის დამალვა" + +msgid "Enable Recursive Folding" +msgstr "რეკურსიული დაკეცვის ჩართვა" + +msgid "Hide Root" +msgstr "საწყისის დამალვა" + +msgid "Scroll Horizontal Enabled" +msgstr "გადახვევა ჰორიზონტალურად ჩართულია" + +msgid "Scroll Vertical Enabled" +msgstr "გადახვევა ვერტიკალურად ჩართულია" + +msgid "Audio Track" +msgstr "აუდიობილიკი" + +msgid "Paused" +msgstr "შეჩერებული" + +msgid "Expand" +msgstr "გაფართოება" + +msgid "Self Modulate" +msgstr "თვითმოდულაცია" + +msgid "Clip Children" +msgstr "კლიპის შვილები" + +msgid "Ordering" +msgstr "დალაგება" + +msgid "Y Sort Enabled" +msgstr "Y დალაგება ჩართულია" + +msgid "Repeat" +msgstr "გამეორება" + +msgid "Diffuse" +msgstr "დიფუზია" + +msgid "Timeout" +msgstr "მოლოდინის ვადა" + +msgid "Transfer Mode" +msgstr "გადაცემის რეჟიმი" + +msgid "Transfer Channel" +msgstr "გადაცემის არხი" + +msgid "Physics Priority" +msgstr "ფიზიკის პრიორიტეტი" + +msgid "Thread Group" +msgstr "ნაკადების ჯგუფი" + +msgid "Group" +msgstr "ჯგუფი" + +msgid "Group Order" +msgstr "ჯგუფის მიმდევრობა" + +msgid "Messages" +msgstr "შეტყობინებები" + +msgid "Editor Description" +msgstr "რედაქტორის აღწერა" + +msgid "Time Left" +msgstr "დარჩენილი დრო" + +msgid "Debug Collisions Hint" +msgstr "შეჯახებების მინიშნების გამართვა" + +msgid "Debug Paths Hint" +msgstr "ბილიკის მინიშნების გამართვა" + +msgid "Debug Navigation Hint" +msgstr "ნავიგაციის მინიშნების გამართვა" + +msgid "Shapes" +msgstr "მოყვანილობები" + +msgid "Geometry Width" +msgstr "გეომეტრიის სიგანე" + +msgid "Max Contacts Displayed" +msgstr "მაქს ნაჩვენები კონტაქტები" + +msgid "Anti Aliasing" +msgstr "მომრგვალება" + +msgid "MSAA 2D" +msgstr "MSAA 2D" + +msgid "MSAA 3D" +msgstr "MSAA 3D" + +msgid "Viewport" +msgstr "ჩვენების არე" + +msgid "Transparent Background" +msgstr "გამჭვირვალე ფონი" + +msgid "HDR 2D" +msgstr "HDR 2D" + +msgid "Snap 2D Transforms to Pixel" +msgstr "2D გარდაქმნების მიბმა პიქსელზე" + +msgid "VRS" +msgstr "VRS" + +msgid "Positional Shadow" +msgstr "პოზიციური ჩრდილი" + +msgid "Atlas 16 Bits" +msgstr "Atlas 16 Bits" + +msgid "SDF" +msgstr "SDF" + +msgid "Oversize" +msgstr "ძალიან დიდი" + +msgid "Default Environment" +msgstr "ნაგულისხმევი გარემო" + +msgid "Autostart" +msgstr "ავტოგაშვება" + +msgid "Viewport Path" +msgstr "ჩვენების არის ბილიკი" + +msgid "Disable 3D" +msgstr "3D-ის გათიშვა" + +msgid "World 3D" +msgstr "სამყარო 3D" + +msgid "Scaling 3D" +msgstr "3D-ის დამასშტაბება" + +msgid "Scaling 3D Mode" +msgstr "3D-ის დამასშტაბების რეჟიმი" + +msgid "Scaling 3D Scale" +msgstr "3D-ის დამასშტაბების მასშტაბი" + +msgid "Canvas Items" +msgstr "ტილოს ელემენტები" + +msgid "Enable 2D" +msgstr "2D-ის ჩართვა" + +msgid "Enable 3D" +msgstr "3D-ის ჩართვა" + +msgid "Disable Input" +msgstr "შეყვანის გათიშვა" + +msgid "16 Bits" +msgstr "16 ბიტიანი" + +msgid "Size 2D Override" +msgstr "ზომა 2D გადაფარავს" + +msgid "Clear Mode" +msgstr "გასუფთავების რეჟიმი" + +msgid "Current Screen" +msgstr "მიმდინარე ეკრანი" + +msgid "Mouse Passthrough Polygon" +msgstr "თაგუნა მრავალკუთხედში გაივლის" + +msgid "Transient" +msgstr "შუალედური" + +msgid "Exclusive" +msgstr "ექსკლუზიური" + +msgid "Min Size" +msgstr "მინ. ზომა" + +msgid "Max Size" +msgstr "მაქს. ზომა" + +msgid "Content Scale" +msgstr "შემცველობის მასშტაბი" + +msgid "Layer Names" +msgstr "ფენის სახელები" + +msgid "2D Physics" +msgstr "2D ფიზიკა" + +msgid "2D Navigation" +msgstr "2D ნავიგაცია" + +msgid "3D Physics" +msgstr "3D ფიზიკა" + +msgid "3D Navigation" +msgstr "3D ნავიგაცია" + +msgid "Frames" +msgstr "კადრები" + +msgid "Pause" +msgstr "შეჩერება" + +msgid "Atlas" +msgstr "ატლასი" + +msgid "Filter Clip" +msgstr "ფილტრის კლიპი" + +msgid "Polyphony" +msgstr "პოლიფონია" + +msgid "Format" +msgstr "_ფორმატი" + +msgid "Stereo" +msgstr "სტერეო" + +msgid "Profile" +msgstr "პროფილი" + +msgid "Bonemap" +msgstr "ძვლების რუკა" + +msgid "Exposure" +msgstr "ექსპოზიცია" + +msgid "Sensitivity" +msgstr "მგრძნობიარობა" + +msgid "Multiplier" +msgstr "მამრავლი" + +msgid "Auto Exposure" +msgstr "ავტომატური ექსპოზიცია" + +msgid "Far Enabled" +msgstr "შორი ჩართულია" + +msgid "Far Distance" +msgstr "შორი დაშორება" + +msgid "Far Transition" +msgstr "შორი გარდასვლა" + +msgid "Near Enabled" +msgstr "ახლო ჩართულია" + +msgid "Near Distance" +msgstr "ახლო დაშორება" + +msgid "Near Transition" +msgstr "ახლო გადასვლა" + +msgid "Focus Distance" +msgstr "ფოკუსის მანძილი" + +msgid "Focal Length" +msgstr "ფოკალური სიგრძე" + +msgid "Aperture" +msgstr "დიაფრაგმის მნიშვნელობა" + +msgid "Shutter Speed" +msgstr "შატერის სიჩქარე" + +msgid "Light Mode" +msgstr "ღია რეჟიმი" + +msgid "Particles Animation" +msgstr "ნაწილაკების ანიმაცია" + +msgid "Load Path" +msgstr "ბილიკის ჩატვირთვა" + +msgid "Segments" +msgstr "სეგმენტები" + +msgid "Bake Resolution" +msgstr "ცხობის გაფართოება" + +msgid "Curve X" +msgstr "მრუდის X" + +msgid "Curve Y" +msgstr "მრუდის Y" + +msgid "Curve Z" +msgstr "მრუდის Z" + +msgid "Background" +msgstr "ფონი" + +msgid "Sky" +msgstr "ცა" + +msgid "Custom FOV" +msgstr "ხედვის არეს მორგება" + +msgid "Source" +msgstr "წყარო" + +msgid "Sky Contribution" +msgstr "ცის წვლილი" + +msgid "Reflected Light" +msgstr "არეკვლილი სინათლე" + +msgid "White" +msgstr "თეთრი" + +msgid "SSR" +msgstr "SSR" + +msgid "Max Steps" +msgstr "მაქს ნაბიჯები" + +msgid "Fade In" +msgstr "გამოჩენა" + +msgid "Fade Out" +msgstr "მინავლება" + +msgid "Depth Tolerance" +msgstr "სიღრმის დაშვება" + +msgid "SSAO" +msgstr "SSAO" + +msgid "Power" +msgstr "სიმძლავრე" + +msgid "Detail" +msgstr "დეტალები" + +msgid "Horizon" +msgstr "ჰორიზონტი" + +msgid "Sharpness" +msgstr "სიმკვეთრე" + +msgid "Light Affect" +msgstr "სინათლე ზემოქმედებს" + +msgid "SSIL" +msgstr "SSIL" + +msgid "Normal Rejection" +msgstr "ნორმალური უარყოფა" + +msgid "SDFGI" +msgstr "SDFGI" + +msgid "Use Occlusion" +msgstr "ოკლუზიის გამოყენება" + +msgid "Cascades" +msgstr "კასკადები" + +msgid "Min Cell Size" +msgstr "მინ. უჯრედის ზომა" + +msgid "Cascade 0 Distance" +msgstr "0 კასკადის დაშორება" + +msgid "Y Scale" +msgstr "Y მასშტაბი" + +msgid "Glow" +msgstr "ნათება" + +msgid "Levels" +msgstr "დონეები" + +msgid "1" +msgstr "1" + +msgid "2" +msgstr "2" + +msgid "3" +msgstr "3" + +msgid "4" +msgstr "4" + +msgid "5" +msgstr "5" + +msgid "6" +msgstr "6" + +msgid "7" +msgstr "7" + +msgid "Mix" +msgstr "მიქსი" + +msgid "Bloom" +msgstr "გაფურჩქვნა" + +msgid "HDR Scale" +msgstr "HDR მასშტაბი" + +msgid "Map" +msgstr "რუკა" + +msgid "Fog" +msgstr "ნისლი" + +msgid "Light Color" +msgstr "სინათლის ფერი" + +msgid "Light Energy" +msgstr "სინათლის ენერგია" + +msgid "Density" +msgstr "სიმკვრივე" + +msgid "Sky Affect" +msgstr "ცა ზემოქმედებს" + +msgid "Height Density" +msgstr "სიმაღლის სიმკვრივე" + +msgid "Detail Spread" +msgstr "დეტალის გავრცელება" + +msgid "Ambient Inject" +msgstr "გარემოს შეყვანა" + +msgid "Temporal Reprojection" +msgstr "დროებითი რეპროექცია" + +msgid "Adjustments" +msgstr "მორგება" + +msgid "Brightness" +msgstr "სიკაშკაშე" + +msgid "Saturation" +msgstr "გაჯერებულობა" + +msgid "Color Correction" +msgstr "ფერების კორექცია" + +msgid "Density Texture" +msgstr "სიმკვრივის ტექსტურა" + +msgid "Base Font" +msgstr "საბაზისო ფონტი" + +msgid "Features" +msgstr "თვისებები" + +msgid "Extra Spacing" +msgstr "დამატებითი გამოტოვება" + +msgid "Space" +msgstr "სივრცე" + +msgid "Font Names" +msgstr "ფონტის სახელები" + +msgid "Font Italic" +msgstr "კურსივი ფონტი" + +msgid "Font Weight" +msgstr "ფონტის წონა" + +msgid "Font Stretch" +msgstr "ფონტის გაწელვა" + +msgid "Color Space" +msgstr "ფერის სივრცე" + +msgid "Raw Data" +msgstr "დაუმუშავებელი მონაცემები" + +msgid "Offsets" +msgstr "წანაცვლებები" + +msgid "From" +msgstr "ვისგან" + +msgid "Depth Draw Mode" +msgstr "ღრმა ხატვის რეჟიმი" + +msgid "Shading" +msgstr "დაჩრდილვა" + +msgid "Shading Mode" +msgstr "დაჩრდილვის რეჟიმი" + +msgid "Diffuse Mode" +msgstr "დიფუზიის რეჟიმი" + +msgid "Specular Mode" +msgstr "ამრეკლავის რეჟიმი" + +msgid "Disable Ambient Light" +msgstr "გარემოს განათების გათიშვა" + +msgid "Disable Fog" +msgstr "ნისლის გათიშვა" + +msgid "Texture Force sRGB" +msgstr "ტექსტურა ნაძალადევი sRGB" + +msgid "Texture MSDF" +msgstr "ტექსტურის MSDF" + +msgid "Metallic" +msgstr "ლითონური" + +msgid "Texture Channel" +msgstr "ტექსტურის არხი" + +msgid "Operator" +msgstr "ოპერატორი" + +msgid "Clearcoat" +msgstr "გამჭვირვალე ზედაპირი" + +msgid "Ambient Occlusion" +msgstr "გარემოს ოკლუზია" + +msgid "Min Layers" +msgstr "მინ ფენები" + +msgid "Flip Texture" +msgstr "ტექსტურის გადაბრუნება" + +msgid "Skin Mode" +msgstr "სკინის რეჟიმი" + +msgid "Transmittance" +msgstr "გადაცემადობა" + +msgid "Boost" +msgstr "აწევა" + +msgid "Back Lighting" +msgstr "გამოკვეთა" + +msgid "Backlight" +msgstr "უკანა განათება" + +msgid "Refraction" +msgstr "არეკვლა" + +msgid "UV1" +msgstr "UV1" + +msgid "UV2" +msgstr "UV2" + +msgid "Sampling" +msgstr "სემპლინგი" + +msgid "Shadows" +msgstr "ჩრდილები" + +msgid "Disable Receive Shadows" +msgstr "ჩრდილების მიღების გათიშვა" + +msgid "Shadow to Opacity" +msgstr "ჩრდილიდან გაუმჭვირვალობამდე" + +msgid "Keep Scale" +msgstr "მასშტაბის შენარჩუნება" + +msgid "Grow" +msgstr "გაზრდა" + +msgid "Use Point Size" +msgstr "წერტილის ზომის გამოყენება" + +msgid "Point Size" +msgstr "წერტილის ზომა" + +msgid "Distance" +msgstr "მანძილი" + +msgid "MSDF" +msgstr "MSDF" + +msgid "Pixel Range" +msgstr "პიქსელის შუალედი" + +msgid "Convex Hull Downsampling" +msgstr "ამოზნექილი კორპუსის დაუნსემპლინგი" + +msgid "Blend Shape Mode" +msgstr "შერევის ფორმის რეჟიმი" + +msgid "Shadow Mesh" +msgstr "ჩრდილის ბადე" + +msgid "Item" +msgstr "ელემენტი" + +msgid "Mesh Transform" +msgstr "ბადის გარდაქმნა" + +msgid "Navigation Mesh Transform" +msgstr "ნავიგაციის ბადის გარდაქმნა" + +msgid "Preview" +msgstr "მინიატურა" + +msgid "Base Texture" +msgstr "საბაზისო ტექსტურა" + +msgid "Image Size" +msgstr "გამოსახულების ზომა" + +msgid "Transform Format" +msgstr "გადაყვანის ფორმატი" + +msgid "Use Colors" +msgstr "ფერების გამოყენება" + +msgid "Use Custom Data" +msgstr "მომხმარებლის მონაცემების გამოყენება" + +msgid "Instance Count" +msgstr "გაშვებული ასლების რაოდენობა" + +msgid "Partition Type" +msgstr "დანაყოფის ტიპი" + +msgid "Source Group Name" +msgstr "წყარო ჯგუფის სახელი" + +msgid "Cells" +msgstr "უჯრედები" + +msgid "Agents" +msgstr "აგენტები" + +msgid "Regions" +msgstr "რეგიონები" + +msgid "Edges" +msgstr "წიბოები" + +msgid "Max Error" +msgstr "მაქს შეცდომა" + +msgid "Vertices per Polygon" +msgstr "წვერო თითოეულ მრავალკუთხედზე" + +msgid "Details" +msgstr "დეტალები" + +msgid "Baking AABB Offset" +msgstr "ცხობა AABB წანაცვლებით" + +msgid "Parsed Collision Mask" +msgstr "დამუშავებული შეჯახების ნიღაბი" + +msgid "Source Geometry Group Name" +msgstr "წყარო გეომეტრიის ჯგუფის სახელი" + +msgid "Bundled" +msgstr "შეფუთული" + +msgid "Spawn" +msgstr "აღმოცენება" + +msgid "Emission Shape Offset" +msgstr "გამოსხივების ფორმის წანაცვლება" + +msgid "Emission Shape Scale" +msgstr "გამოსხივების ფორმის მასშტაბი" + +msgid "Emission Box Extents" +msgstr "გამოსხივების ყუთის ზომები" + +msgid "Emission Point Texture" +msgstr "გამოსხივების წერტილის ტექსტურა" + +msgid "Emission Normal Texture" +msgstr "გამოსხივების ნორმალის ტექსტურა" + +msgid "Emission Color Texture" +msgstr "გამოსხივების ფერის ტექსტურა" + +msgid "Emission Point Count" +msgstr "გამოსხივების წერტილების რაოდენობა" + +msgid "Emission Ring Axis" +msgstr "გამოსხივების რგოლის ღერძი" + +msgid "Emission Ring Height" +msgstr "გამოსხივების რგოლის სიმაღლე" + +msgid "Emission Ring Radius" +msgstr "გამოსხივების რგოლის რადიუსი" + +msgid "Inherit Velocity Ratio" +msgstr "სიჩქარის შეფარდების მემკვიდრეობით მიღება" + +msgid "Velocity Pivot" +msgstr "სიჩქარის ღერძი" + +msgid "Initial Velocity Min" +msgstr "საწყისი სიჩქარის მინ" + +msgid "Initial Velocity Max" +msgstr "საწყისი სიჩქარის მაქს" + +msgid "Animated Velocity" +msgstr "ანიმირებული სიჩქარე" + +msgid "Velocity Limit" +msgstr "სიჩქარის შეზღუდვა" + +msgid "Directional Velocity" +msgstr "მიმართული აჩქარება" + +msgid "Radial Velocity" +msgstr "რადიალური სიჩქარე" + +msgid "Velocity Limit Curve" +msgstr "სიჩქარის შეზღუდვის მრუდი" + +msgid "Accelerations" +msgstr "აჩქარებები" + +msgid "Attractor Interaction" +msgstr "მიმზიდველის ურთიერთქმედება" + +msgid "Scale Min" +msgstr "მასშტაბის მინ" + +msgid "Scale Max" +msgstr "მასშტაბის მაქს" + +msgid "Scale Curve" +msgstr "მასშტაბის მრუდი" + +msgid "Scale Over Velocity" +msgstr "მასშტაბი სიჩქარეზე" + +msgid "Scale over Velocity Min" +msgstr "მასშტაბი სიჩქარის მინიმუმზე" + +msgid "Scale over Velocity Max" +msgstr "მასშტაბი სიჩქარის მაქსიმუმზე" + +msgid "Scale over Velocity Curve" +msgstr "მასშტაბი სიჩქარის მრუდზე" + +msgid "Color Curves" +msgstr "ფერის მრუდები" + +msgid "Alpha Curve" +msgstr "ალფას მრუდი" + +msgid "Emission Curve" +msgstr "გამოსხივების მრუდი" + +msgid "Turbulence" +msgstr "ტურბულენტობა" + +msgid "Noise Strength" +msgstr "ხმაურის სიძლიერე" + +msgid "Noise Scale" +msgstr "ხმაურის მასშტაბი" + +msgid "Noise Speed" +msgstr "ხმაურის სიჩქარე" + +msgid "Noise Speed Random" +msgstr "ხმაურის სიჩქარე შემთხვევითია" + +msgid "Use Scale" +msgstr "გადიდება" + +msgid "Amount at Collision" +msgstr "რაოდენობა შეჯახებისას" + +msgid "Keep Velocity" +msgstr "სიჩქარის შენარჩუნება" + +msgid "Rough" +msgstr "უხეში" + +msgid "Size Override" +msgstr "ზომის გადაფარვა" + +msgid "Left to Right" +msgstr "მარცხნიდან მარჯვნივ" + +msgid "Radial Steps" +msgstr "რადიალური ნაბიჯები" + +msgid "Section Length" +msgstr "კვეთის სიგრძე" + +msgid "Section Rings" +msgstr "კვეთის რგოლები" + +msgid "Section Segments" +msgstr "კვეთის სეგმენტები" + +msgid "Curve Step" +msgstr "Curve Step" + +msgid "A" +msgstr "A" + +msgid "B" +msgstr "B" + +msgid "Slide on Slope" +msgstr "დახრაზე დაცურება" + +msgid "Execution Mode" +msgstr "შესრულების რეჟიმი" + +msgid "Default Joint Settings" +msgstr "ნაგულისხმევი საერთო პარამეტრები" + +msgid "Bone Index" +msgstr "ძვლების ინდექსი" + +msgid "Bone 2D Node" +msgstr "ძვლის 2D კვანძი" + +msgid "Physical Bone Chain Length" +msgstr "ფიზიკური ძვლის ჯაჭვის სიგრძე" + +msgid "Target Minimum Distance" +msgstr "სამიზნის მინ. დაშორება" + +msgid "Target Maximum Distance" +msgstr "სამიზნის მაქს. დაშორება" + +msgid "Flip Bend Direction" +msgstr "გადაბრუნების მიმართულება" + +msgid "Modification Count" +msgstr "ცვლილების რაოდენობა" + +msgid "Scale Base Bone" +msgstr "საბაზისო ძვლის მასშტაბი" + +msgid "Group Size" +msgstr "ჯგუფის ზომა" + +msgid "Bone Size" +msgstr "ძვლის ზომა" + +msgid "Bind Count" +msgstr "მიბმების რაოდენობა" + +msgid "Bind" +msgstr "აკინძვა" + +msgid "Bone" +msgstr "ძვალი" + +msgid "Sky Material" +msgstr "ცის მასალა" + +msgid "Process Mode" +msgstr "დამუშავების რეჟიმი" + +msgid "Top Color" +msgstr "ზედა ფერი" + +msgid "Horizon Color" +msgstr "ჰორიზონტის ფერი" + +msgid "Cover" +msgstr "ყდა" + +msgid "Ground" +msgstr "მიწა" + +msgid "Bottom Color" +msgstr "ფსკერის ფერი" + +msgid "Sun" +msgstr "მზე" + +msgid "Panorama" +msgstr "პანორამა" + +msgid "Coefficient" +msgstr "კოეფიციენტი" + +msgid "Mie" +msgstr "მიე" + +msgid "Ground Color" +msgstr "მიწის ფერი" + +msgid "Night Sky" +msgstr "ღამის ცა" + +msgid "Content Margins" +msgstr "შემცველობის საზღვრები" + +msgid "Blend" +msgstr "შერევა" + +msgid "Top Left" +msgstr "ზედა მარცხენა" + +msgid "Top Right" +msgstr "ზედა მარჯვენა" + +msgid "Bottom Right" +msgstr "ქვედა მარჯვენა" + +msgid "Bottom Left" +msgstr "ქვედა მარცხენა" + +msgid "Expand Margins" +msgstr "ზღვრების გაფართოება" + +msgid "Texture Margins" +msgstr "ტექსტურის საზღვრები" + +msgid "Sub-Region" +msgstr "ქვერეგიონი" + +msgid "Keyword Colors" +msgstr "საკვანძო სიტყვის ფერები" + +msgid "Color Regions" +msgstr "ფერის რეგიონები" + +msgid "Preserve Invalid" +msgstr "არასწორის შენარჩუნება" + +msgid "Custom Punctuation" +msgstr "პუნქტუაციის მორგება" + +msgid "Texture Rd RID" +msgstr "ტექსტურის Rd RID" + +msgid "Default Base Scale" +msgstr "ნაგულისხმევი საბაზისო მასშტაბი" + +msgid "Default Font" +msgstr "ნაგულისხმევი ფონტი" + +msgid "Default Font Size" +msgstr "ნაგულისხმევი ფონტის ზომა" + +msgid "Right Side" +msgstr "მარჯვენა მხარე" + +msgid "Right Corner" +msgstr "მარჯვენა კუთხე" + +msgid "Bottom Right Side" +msgstr "ქვედა მარჯვენა მხარე" + +msgid "Bottom Right Corner" +msgstr "ქვედა მარჯვენა კუთხე" + +msgid "Bottom Side" +msgstr "ქვედა მხარე" + +msgid "Bottom Corner" +msgstr "ფსკერის კუთხე" + +msgid "Bottom Left Side" +msgstr "ქვედა მარცხენა მხარე" + +msgid "Bottom Left Corner" +msgstr "ქვედა მარცხენა კუთხე" + +msgid "Left Side" +msgstr "მარცხენა მხარე" + +msgid "Left Corner" +msgstr "მარცხენა კუთხე" + +msgid "Top Left Side" +msgstr "ზედა მარცხენა" + +msgid "Top Left Corner" +msgstr "ზედა მარცხენა კუთხე" + +msgid "Top Side" +msgstr "ზედა მხარე" + +msgid "Top Corner" +msgstr "ზედა კუთხე" + +msgid "Top Right Side" +msgstr "ზედა მარჯვენა მხარე" + +msgid "Top Right Corner" +msgstr "ზედა მარჯვენა კუთხე" + +msgid "Custom Data" +msgstr "მომხმარებლის მონაცემები" + +msgid "Tile Proxies" +msgstr "ფილის პროქსიები" + +msgid "Source Level" +msgstr "წყაროს დონე" + +msgid "Coords Level" +msgstr "კოორდინატების დონე" + +msgid "Tile Shape" +msgstr "ფილის მოხაზულობა" + +msgid "Tile Layout" +msgstr "ფილების განლაგება" + +msgid "Tile Offset Axis" +msgstr "ფილის წანაცვლების ღერძი" + +msgid "Tile Size" +msgstr "ფილის ზომა" + +msgid "Occlusion Layers" +msgstr "ოკლუზიის ფენები" + +msgid "Physics Layers" +msgstr "ფიზიკის ფენები" + +msgid "Custom Data Layers" +msgstr "მორგებული მონაცემის ფენები" + +msgid "Scenes" +msgstr "სცენები" + +msgid "Scene" +msgstr "სცენა" + +msgid "Display Placeholder" +msgstr "ადგილმჭერის ჩვენება" + +msgid "Polygons Count" +msgstr "მრავალკუთხედების რაოდენობა" + +msgid "One Way Margin" +msgstr "ერთმხრივი საზღვარი" + +msgid "Transpose" +msgstr "ტრანსპოზიცია" + +msgid "Texture Origin" +msgstr "ტექსტურის წყარო" + +msgid "Y Sort Origin" +msgstr "Y დალაგების წყარო" + +msgid "Terrain" +msgstr "რელიეფი" + +msgid "Miscellaneous" +msgstr "სხვადასხვა" + +msgid "Probability" +msgstr "ალბათობა" + +msgid "File" +msgstr "ფაილი" + +msgid "Modes" +msgstr "რეჟიმები" + +msgid "Varyings" +msgstr "Varyings" + +msgid "Parameter Name" +msgstr "პარამეტრის სახელი" + +msgid "Qualifier" +msgstr "სპეციფიკატორი" + +msgid "Varying Name" +msgstr "ცვალებადი სახელი" + +msgid "Varying Type" +msgstr "ცვალებადი ტიპი" + +msgid "Op Type" +msgstr "ოპის ტიპი" + +msgid "Constant" +msgstr "მუდმივა" + +msgid "Texture Type" +msgstr "ტექსტურის ტიპი" + +msgid "Texture Array" +msgstr "ტექსტურების მასივი" + +msgid "Function" +msgstr "ფუნქცია" + +msgid "Hint" +msgstr "მინიშნება" + +msgid "Default Value Enabled" +msgstr "ნაგულისხმევი მნიშვნელობა ჩართულია" + +msgid "Default Value" +msgstr "ნაგულისხმევი მნიშვნელობა" + +msgid "Color Default" +msgstr "ნაგულისხმევი ფერი" + +msgid "Texture Repeat" +msgstr "ტექსტურის გამეორება" + +msgid "Texture Source" +msgstr "ტექსტურის წყარო" + +msgid "Billboard Type" +msgstr "განცხადების დაფის ტიპი" + +msgid "Mode 2D" +msgstr "რეჟიმი 2D" + +msgid "Use All Surfaces" +msgstr "ყველა ზედაპირის გამოყენება" + +msgid "Surface Index" +msgstr "ზედაპირის ინდექსი" + +msgid "Degrees Mode" +msgstr "გრადუსების რეჟიმი" + +msgid "Plane" +msgstr "სიბრტყე" + +msgid "Panel" +msgstr "პანელი" + +msgid "Font Color" +msgstr "ფონტის ფერი" + +msgid "Font Pressed Color" +msgstr "ფონტის დაწოლილი ფერი" + +msgid "Font Hover Color" +msgstr "ფონტის გადატარების ფერი" + +msgid "Font Focus Color" +msgstr "ფონტის ფოკუსის ფერი" + +msgid "Font Hover Pressed Color" +msgstr "ფონტის გადატარების დაწოლილი ფერი" + +msgid "Font Disabled Color" +msgstr "ფონტის გათიშულის ფერი" + +msgid "Font Outline Color" +msgstr "ფონტის კონტურის ფერი" + +msgid "Icon Normal Color" +msgstr "ხატულის ნორმალური ფერი" + +msgid "Icon Pressed Color" +msgstr "დაწოლილი ხატულის ფერი" + +msgid "Icon Hover Color" +msgstr "ხატულის ფერი გადატარებისას" + +msgid "Icon Hover Pressed Color" +msgstr "ხატულის გადატარების დაწოლილი ფერი" + +msgid "Icon Focus Color" +msgstr "ხატულის ფოკუსის ფერი" + +msgid "Icon Disabled Color" +msgstr "ხატულის გათიშული ფერი" + +msgid "H Separation" +msgstr "ჰ განცალკევება" + +msgid "Icon Max Width" +msgstr "ხატულის მაქს სიგანე" + +msgid "Underline Spacing" +msgstr "გამოტოვების ხაზგასმა" + +msgid "Normal Mirrored" +msgstr "ნორმალი არეკვლილი" + +msgid "Hover Mirrored" +msgstr "გადატარება არეკვლილია" + +msgid "Pressed Mirrored" +msgstr "დაწოლა არეკვლილია" + +msgid "Disabled Mirrored" +msgstr "გათიშული არეკლილი" + +msgid "Arrow" +msgstr "ისარი" + +msgid "Arrow Margin" +msgstr "ისრიანი ზღვარი" + +msgid "Modulate Arrow" +msgstr "ისრის მოდულაცია" + +msgid "Hover Pressed" +msgstr "გადატარება დაწოლილია" + +msgid "Checked Disabled" +msgstr "ჩართულია გათიშულია" + +msgid "Unchecked" +msgstr "გამორთული" + +msgid "Unchecked Disabled" +msgstr "ჩაურთავია გათიშულია" + +msgid "Radio Checked Disabled" +msgstr "რადიო ჩართულია გათიშულია" + +msgid "Check V Offset" +msgstr "ვ წანაცვლების შემოწმება" + +msgid "Checked Mirrored" +msgstr "ჩართულია არეკლილია" + +msgid "Checked Disabled Mirrored" +msgstr "ჩართულია გამორთულია არეკლილია" + +msgid "Unchecked Mirrored" +msgstr "გამორთულია არეკლილია" + +msgid "Unchecked Disabled Mirrored" +msgstr "გამორთულია გათიშულია არეკლილია" + +msgid "Font Shadow Color" +msgstr "ფონტის ჩრდილის ფერი" + +msgid "Shadow Offset X" +msgstr "ჩრდილის წანაცვლების X" + +msgid "Shadow Offset Y" +msgstr "ჩრდილის წანაცვლების Y" + +msgid "Shadow Outline Size" +msgstr "ჩრდილის კონტურის ზომა" + +msgid "Font Selected Color" +msgstr "ფონტის მონიშნულის ფერი" + +msgid "Font Uneditable Color" +msgstr "ფონტი არაჩასწორებადი ფერი" + +msgid "Font Placeholder Color" +msgstr "ფონტის ადგილმჭერის ფერი" + +msgid "Clear Button Color" +msgstr "ღილაკის ფერის გასუფთავება" + +msgid "Clear Button Color Pressed" +msgstr "დაწოლილი ღილაკის ფერის გასუფთავება" + +msgid "Caret Width" +msgstr "კარეტის სიგანე" + +msgid "Clear" +msgstr "სუფთა ცა" + +msgid "Tab" +msgstr "ჩანართი" + +msgid "Font Readonly Color" +msgstr "ფონტი მხოლოდკითხვადი ფერი" + +msgid "Breakpoint" +msgstr "გამართვის წერტილი" + +msgid "Bookmark" +msgstr "სანიშნე" + +msgid "Executing Line" +msgstr "სრულდება ხაზი" + +msgid "Can Fold" +msgstr "შეიძლება დაკეცვა" + +msgid "Folded" +msgstr "გაკეცილი" + +msgid "Can Fold Code Region" +msgstr "შეუძლია გაკეცოს კოდის რეგიონი" + +msgid "Folded Code Region" +msgstr "გაკეცილი კოდის რეგიონი" + +msgid "Completion Lines" +msgstr "დასრულების ხაზები" + +msgid "Completion Max Width" +msgstr "დასრულების მაქს. სიგანე" + +msgid "Completion Scroll Width" +msgstr "დასრულების ჩოჩიის სიგანე" + +msgid "Grabber" +msgstr "დამთრევი" + +msgid "Grabber Pressed" +msgstr "დამთრევი დაწოლილია" + +msgid "Increment" +msgstr "გაზრდა" + +msgid "Decrement" +msgstr "შემცირება" + +msgid "Slider" +msgstr "ჩოჩია" + +msgid "Tick" +msgstr "ტიკ" + +msgid "Center Grabber" +msgstr "დამთრევის გასწორება ცენტრზე" + +msgid "Grabber Offset" +msgstr "დამთრევის წანაცვლება" + +msgid "Title Font" +msgstr "სათაურის ფონტი" + +msgid "Title Font Size" +msgstr "სათაურის შრიფტის ზომა" + +msgid "Title Color" +msgstr "სათაურის ფერი" + +msgid "Title Outline Modulate" +msgstr "სათაურის კონტურის მოდულაცია" + +msgid "Title Outline Size" +msgstr "სათაურის კონტურის ზომა" + +msgid "Title Height" +msgstr "სათაურის სიმაღლე" + +msgid "Resize Margin" +msgstr "საზღვრის ზომის შეცვლა" + +msgid "Close" +msgstr "დახურვა" + +msgid "Close Pressed" +msgstr "დაწოლილის დახურვა" + +msgid "Close H Offset" +msgstr "ჰ წანაცვლების დახურვა" + +msgid "Close V Offset" +msgstr "ჰვ წანაცვლების დახურვა" + +msgid "Buttons Separation" +msgstr "ღილაკების განცალკევება" + +msgid "Parent Folder" +msgstr "მშობელი საქაღალდე" + +msgid "Back Folder" +msgstr "წინა საქაღალდე" + +msgid "Forward Folder" +msgstr "შემდეგი საქაღალდე" + +msgid "Reload" +msgstr "თავიდან ჩატვირთვა" + +msgid "Toggle Hidden" +msgstr "დამალულების გადართვა" + +msgid "Folder" +msgstr "საქაღალდე" + +msgid "Folder Icon Color" +msgstr "საქაღალდის ხატულის ფერი" + +msgid "File Icon Color" +msgstr "ფაილის ხატულის ფერი" + +msgid "File Disabled Color" +msgstr "ფაილის გათიშულობის ფერი" + +msgid "Separator" +msgstr "გამყოფი" + +msgid "Submenu" +msgstr "ქვემენიუ" + +msgid "Font Separator" +msgstr "ფონტის გამყოფი" + +msgid "Font Separator Size" +msgstr "ფონტის გამყოფის ზომა" + +msgid "Font Accelerator Color" +msgstr "ფონტის ამაჩქარებლის ფერი" + +msgid "Font Separator Color" +msgstr "ფონტის გამყოფის ფერი" + +msgid "Font Separator Outline Color" +msgstr "ფონტის გამყოფის კონტურის ფერი" + +msgid "V Separation" +msgstr "ვ განცალკევება" + +msgid "Item Start Padding" +msgstr "ელემენტის შევსების დაწყება" + +msgid "Panel Selected" +msgstr "პანელი არჩეულია" + +msgid "Titlebar" +msgstr "სათაურის ზოლი" + +msgid "Titlebar Selected" +msgstr "სათაურის ქუდი მონიშნულია" + +msgid "Slot" +msgstr "სლოტი" + +msgid "Resizer" +msgstr "ზომის შემცვლელი" + +msgid "Resizer Color" +msgstr "ზომის შემცვლელის ფერი" + +msgid "Port H Offset" +msgstr "პორტის ჰ წანაცვლება" + +msgid "Selected Focus" +msgstr "მონიშნული ფოკუსი" + +msgid "Cursor" +msgstr "კურსორი" + +msgid "Title Button Normal" +msgstr "სათაურის ღილაკი ნორმალური" + +msgid "Title Button Pressed" +msgstr "სათაურის ღილაკი დაწოლილი" + +msgid "Title Button Hover" +msgstr "სათაური ღილაკზე გადატარება" + +msgid "Custom Button" +msgstr "მომხმარებლის ღილაკი" + +msgid "Custom Button Pressed" +msgstr "მომხმარებლის ღილაკს დააწვნენ" + +msgid "Custom Button Hover" +msgstr "ღილაკზე გადატარების მორგება" + +msgid "Select Arrow" +msgstr "აირჩეთ ფერი" + +msgid "Arrow Collapsed" +msgstr "ისარი აკეცილია" + +msgid "Arrow Collapsed Mirrored" +msgstr "ისარი აკეცილია არეკვლილია" + +msgid "Title Button Font" +msgstr "სათაური ღილაკის ფონტი" + +msgid "Title Button Font Size" +msgstr "სათაური ღილაკის ფონტის ზომა" + +msgid "Title Button Color" +msgstr "სათაურის ღილაკის ფერი" + +msgid "Guide Color" +msgstr "მიმმართველის ფერი" + +msgid "Drop Position Color" +msgstr "დაგდების ადგილის ფერი" + +msgid "Relationship Line Color" +msgstr "ურთიერთობის ხაზის ფერი" + +msgid "Parent HL Line Color" +msgstr "მშობელი HL ხაზის ფერი" + +msgid "Item Margin" +msgstr "ელემენტის ზღვარი" + +msgid "Inner Item Margin Bottom" +msgstr "შიდა ელემენტის საზღვრის ფსკერი" + +msgid "Inner Item Margin Left" +msgstr "შიდა ელემენტის საზღვრის მარცხენა" + +msgid "Inner Item Margin Right" +msgstr "შიდა ელემენტის საზღვრის მარჯვენა" + +msgid "Inner Item Margin Top" +msgstr "შიდა ელემენტის საზღვრის ზედა" + +msgid "Button Margin" +msgstr "ღილაკის ზღვარი" + +msgid "Relationship Line Width" +msgstr "ურთიერთობის ხაზის სიგანე" + +msgid "Parent HL Line Width" +msgstr "მშობელი HL ხაზის სიგანე" + +msgid "Children HL Line Width" +msgstr "შვილი HL ხაზის სიგანე" + +msgid "Draw Guides" +msgstr "მიმმართველების დახატვა" + +msgid "Scroll Border" +msgstr "ჩოჩიის საზღვარი" + +msgid "Scroll Speed" +msgstr "ჩოჩიის სიჩქარე" + +msgid "Scrollbar Margin Left" +msgstr "ჩოჩიის საზღვარი მარცხნივ" + +msgid "Scrollbar Margin Top" +msgstr "ჩოჩიის საზღვარი ზემოთ" + +msgid "Scrollbar Margin Right" +msgstr "ჩოჩიის საზღვარი მარჯვნივ" + +msgid "Scrollbar Margin Bottom" +msgstr "ჩოჩიის საზღვარი ქვემოთ" + +msgid "Scrollbar H Separation" +msgstr "ჩოჩიის ჰ განცალკევება" + +msgid "Scrollbar V Separation" +msgstr "ჩოჩიის ვ განცალკევება" + +msgid "Icon Margin" +msgstr "ხატულის საზღვარი" + +msgid "Line Separation" +msgstr "ხაზის გაყოფა" + +msgid "Font Hovered Color" +msgstr "ფონტი გადატარების ფერი" + +msgid "Hovered" +msgstr "გადაატარეს" + +msgid "Tab Selected" +msgstr "ჩანართი მონიშნულია" + +msgid "Tab Hovered" +msgstr "ჩანართი გადატარებულია" + +msgid "Tab Unselected" +msgstr "ჩანართის მონიშვნა გაუქმდა" + +msgid "Tab Disabled" +msgstr "ჩანართი გამორთულია" + +msgid "Tab Focus" +msgstr "ჩანართის ფოკუსი" + +msgid "Tabbar Background" +msgstr "ჩანართების პანელის ფონი" + +msgid "Menu" +msgstr "მენიუ" + +msgid "Menu Highlight" +msgstr "მენიუს გამოკვეთა" + +msgid "Font Unselected Color" +msgstr "ფონტი მონიშვნის მოხსნის ფერი" + +msgid "Side Margin" +msgstr "გვერდის ზღვარი" + +msgid "Icon Separation" +msgstr "ხატულის გაყოფა" + +msgid "Button Highlight" +msgstr "ღილაკის გამოკვეთა" + +msgid "Large" +msgstr "დიდი" + +msgid "SV Width" +msgstr "SV სიგანე" + +msgid "SV Height" +msgstr "SV სიმაღლე" + +msgid "H Width" +msgstr "H სიგანე" + +msgid "Label Width" +msgstr "ჭდის სიგანე" + +msgid "Folded Arrow" +msgstr "გაკეცილი ისარი" + +msgid "Shape Rect" +msgstr "მართკუთხედი მოხაზულობა" + +msgid "Add Preset" +msgstr "პრესეტის დამატება" + +msgid "Picker Cursor" +msgstr "ამრჩევი კურსორი" + +msgid "Color Hue" +msgstr "ფერის ტონი" + +msgid "Color Okhsl Hue" +msgstr "ფერის Okhsl ტონი" + +msgid "BG" +msgstr "ფ" + +msgid "Preset FG" +msgstr "პრესეტის წინა პლანი" + +msgid "Preset BG" +msgstr "პრესეტის ფონი" + +msgid "Normal Font" +msgstr "ნორმალური ფონტი" + +msgid "Bold Font" +msgstr "სქელი ფონტი" + +msgid "Mono Font" +msgstr "მონო ფონტი" + +msgid "Normal Font Size" +msgstr "ნორმალური ფონტის ზომა" + +msgid "Bold Font Size" +msgstr "სქელი ფონტის ზომა" + +msgid "Italics Font Size" +msgstr "კურსივი ფონტის ზომა" + +msgid "Mono Font Size" +msgstr "მონო ფონტის ზომა" + +msgid "Table H Separation" +msgstr "ცხრილის ჰ განცალკევება" + +msgid "Table V Separation" +msgstr "ცხრილის ვ განცალკევება" + +msgid "Table Border" +msgstr "ცხრილის საზღვარი" + +msgid "Margin Left" +msgstr "საზღვარი მარცხნივ" + +msgid "Margin Top" +msgstr "ზედა საზღვარი" + +msgid "Margin Right" +msgstr "საზღვარი მარჯვნივ" + +msgid "Margin Bottom" +msgstr "ქვედა საზღვარი" + +msgid "Autohide" +msgstr "ავტომატური დამალვა" + +msgid "Zoom Out" +msgstr "დაპატარავება" + +msgid "Zoom In" +msgstr "გადიდება" + +msgid "Zoom Reset" +msgstr "გადიდების გაუქმება" + +msgid "Selection Fill" +msgstr "მონიშნულის შევსება" + +msgid "Selection Stroke" +msgstr "მონიშნულის განძრევა" + +msgid "Activity" +msgstr "აქტივობა" + +msgid "Node" +msgstr "კვანძი" + +msgid "Default Theme Scale" +msgstr "ნაგულისხმები თემის მასშტაბი" + +msgid "Custom" +msgstr "მორგებული" + +msgid "Custom Font" +msgstr "ხელით მითითებული ფონტი" + +msgid "Default Font Antialiasing" +msgstr "ნაგულისხმევი ფონტის მოგლუვება" + +msgid "Default Font Hinting" +msgstr "ნაგულისხმევი ფონტის ჰინტინგი" + +msgid "Default Font Subpixel Positioning" +msgstr "ნაგულისხმევი ფონტის ქვეპიქსელების მდებარეობა" + +msgid "LCD Subpixel Layout" +msgstr "LCD ქვეპიქსელის განლაგება" + +msgid "Playback Mode" +msgstr "დაკვრის რეჟიმი" + +msgid "Streams" +msgstr "ნაკადები" + +msgid "Dry" +msgstr "მშრალი" + +msgid "Wet" +msgstr "სველი" + +msgid "Voice" +msgstr "ხმა" + +msgid "Depth (ms)" +msgstr "სიღრმე (მწმ)" + +msgid "Pan" +msgstr "პანინგი" + +msgid "Feedback" +msgstr "უკუკავშირი" + +msgid "Drive" +msgstr "დრაივი" + +msgid "Resonance" +msgstr "რეზონანსი" + +msgid "FFT Size" +msgstr "FFT-ის ზომა" + +msgid "Surround" +msgstr "სივრცული ხმა" + +msgid "Enable Input" +msgstr "შეყვანის ჩართვა" + +msgid "Channel Disable Time" +msgstr "არხი დროის გამორთვა" + +msgid "Video" +msgstr "ვიდეო" + +msgid "Bus Count" +msgstr "მატარებლების რაოდენობა" + +msgid "Output Device" +msgstr "გამოტანის მოწყობილობები" + +msgid "Input Device" +msgstr "შეყვანის მოწყობილობა" + +msgid "Playback Speed Scale" +msgstr "დაკვრის სიჩქარის მასშტაბი" + +msgid "Feed" +msgstr "ლენტა" + +msgid "Speaker Mode" +msgstr "დინამიკის რეჟიმი" + +msgid "MJPEG Quality" +msgstr "MJPEG ხარისხი" + +msgid "Movie File" +msgstr "ფილმის ფაილი" + +msgid "Disable V-Sync" +msgstr "V-Sync-ის გამორთვა" + +msgid "Path Types" +msgstr "ბილიკის ტიპები" + +msgid "Default Cell Size" +msgstr "ნაგულისხმევი უჯრედის ზომა" + +msgid "Default Edge Connection Margin" +msgstr "ნაგულისხმევი წიბოს მიერთების საზღვარი" + +msgid "Default Link Connection Radius" +msgstr "ნაგულისხმევი მიბმის მიერთების რადიუსი" + +msgid "Default Cell Height" +msgstr "ნაგულისხმევი უჯრედის სიმაღლე" + +msgid "Default Up" +msgstr "ნაგულისხმევი მაღლა" + +msgid "Baking" +msgstr "ცხობა" + +msgid "Edge Connection Color" +msgstr "წიბოს მიერთების ფერი" + +msgid "Geometry Edge Color" +msgstr "გეომეტრიის წიბოს ფერი" + +msgid "Geometry Face Color" +msgstr "გეომეტრიის ზედაპირის ფერი" + +msgid "Link Connection Color" +msgstr "ბმული მიერთების ფერი" + +msgid "Link Connection Disabled Color" +msgstr "ბმულის მიერთება გათიშულიას ფერი" + +msgid "Agent Path Color" +msgstr "აგენტი ბილიკის ფერი" + +msgid "Enable Edge Connections" +msgstr "წიბო მიერთებების ჩართვა" + +msgid "Enable Edge Connections X-Ray" +msgstr "წიბო მიერთებების X-Ray-ის ჩართვა" + +msgid "Enable Edge Lines" +msgstr "წიბოოს ხაზების ჩართვა" + +msgid "Enable Geometry Face Random Color" +msgstr "გეომეტრიის ზედაპირის შემთხვევითი ფერის ჩართვა" + +msgid "Enable Link Connections" +msgstr "მიბმის მიერთებების ჩართვა" + +msgid "Enable Link Connections X-Ray" +msgstr "მიბმის მიერთებების X-Ray-ის ჩართვა" + +msgid "Enable Agent Paths" +msgstr "აგენტის ბილიკების ჩართვა" + +msgid "Enable Agent Paths X-Ray" +msgstr "აგენტის ბილიკების X-Ray-ის ჩართვა" + +msgid "Agent Path Point Size" +msgstr "აგენტის ბილიკის წერტილის ზომა" + +msgid "Agents Radius Color" +msgstr "აგენტები რადიუსის ფერი" + +msgid "Enable Agents Radius" +msgstr "აგენტის რადიუსის ჩართვა" + +msgid "Exclude" +msgstr "გამორიცხვა" + +msgid "Collide With Bodies" +msgstr "შეჯახება სხეულებთან" + +msgid "Canvas Instance ID" +msgstr "ტილოს გაშვებული ასლის ID" + +msgid "Exclude Bodies" +msgstr "სხეულების ამოღება" + +msgid "Exclude Objects" +msgstr "ობიექტების ამოღება" + +msgid "Recovery as Collision" +msgstr "აღდგენა შეჯახებასთან" + +msgid "Solver Iterations" +msgstr "ამომხსნელის იტერაციები" + +msgid "Contact Max Separation" +msgstr "კონტაქტი მაქს გაცალკევება" + +msgid "Physics Engine" +msgstr "ფიზიკის ძრავა" + +msgid "Max Collisions" +msgstr "მაქს. შეჯახებები" + +msgid "Debug Redraw Time" +msgstr "გადახატვის დროის გამართვა" + +msgid "Debug Redraw Color" +msgstr "გადახატვის ფერის გამართვა" + +msgid "Vertex" +msgstr "წვერო" + +msgid "Fragment" +msgstr "ფრაგმენტი" + +msgid "Compute" +msgstr "გამოთვლა" + +msgid "Syntax" +msgstr "სინტაქსი" + +msgid "Bytecode" +msgstr "ბაიტკოდი" + +msgid "Compile Error" +msgstr "აგების შეცდომა" + +msgid "Base Error" +msgstr "საბაზისო შეცდომა" + +msgid "IDs" +msgstr "ID-ები" + +msgid "Constant ID" +msgstr "კონსტანტის ID" + +msgid "Sample Masks" +msgstr "მაგალითი ნიღბები" + +msgid "Depth Draw" +msgstr "ღრმა ხატვა" + +msgid "Depth Test Disabled" +msgstr "სიღრმის ტესტი გათიშულია" + +msgid "Wireframe" +msgstr "კარკასი" + +msgid "Skip Vertex Transform" +msgstr "წვეროს გარდაქმნის გამოტოვება" + +msgid "Ensure Correct Normals" +msgstr "სწორი ნორმალების გარანტია" + +msgid "Shadows Disabled" +msgstr "ჩრდილები გამორთულია" + +msgid "Ambient Light Disabled" +msgstr "გარემოს განათება გამორთულია" + +msgid "Vertex Lighting" +msgstr "წვეროს განათება" + +msgid "Particle Trails" +msgstr "ნაწილაკის კვლები" + +msgid "Fog Disabled" +msgstr "ნისლი გათიშულია" + +msgid "Light Only" +msgstr "მხოლოდ, განათება" + +msgid "Collision Use Scale" +msgstr "შეჯახება მასშტაბს იყენებ" + +msgid "Disable Force" +msgstr "ძალის გათიშვა" + +msgid "Disable Velocity" +msgstr "სიჩქარის გამორთვა" + +msgid "Keep Data" +msgstr "მონაცემების დატოვება" + +msgid "Internal Size" +msgstr "შიდა ზომა" + +msgid "Target Size" +msgstr "სამიზნის ზომა" + +msgid "View Count" +msgstr "ნახვების რაოდენობა" + +msgid "Render Loop Enabled" +msgstr "რენდერის მარყუჟი ჩართულია" + +msgid "Import S3TC BPTC" +msgstr "S3TC BPTC-ის შემოტანა" + +msgid "Import ETC2 ASTC" +msgstr "ETC2 ASTC-ის შემოტანა" + +msgid "WebP Compression" +msgstr "WebP შეკუმშვა" + +msgid "Compression Method" +msgstr "შეკუმშვის მეთოდი" + +msgid "Lossless Compression Factor" +msgstr "კარგვისგარეშე შეკუმშვის ფაქტორი" + +msgid "Shader Compiler" +msgstr "შეიდერის კომპილატორი" + +msgid "Shader Cache" +msgstr "შეიდერის კეში" + +msgid "Use Zstd Compression" +msgstr "Zstd შეკუმშვის გამოყენება" + +msgid "Strip Debug" +msgstr "გამართვის მოცილება" + +msgid "Reflections" +msgstr "ანარეკლები" + +msgid "Sky Reflections" +msgstr "ცის ანარეკლები" + +msgid "Roughness Layers" +msgstr "სიუხეშის ფენები" + +msgid "GGX Samples" +msgstr "GGX სემპლები" + +msgid "Reflection Atlas" +msgstr "ანარეკლის ატლასი" + +msgid "Reflection Size" +msgstr "ანარეკლის ზომა" + +msgid "Reflection Count" +msgstr "ანარეკლის რაოდენობა" + +msgid "GI" +msgstr "GI" + +msgid "Use Half Resolution" +msgstr "ნახევარი გაფართოების გამოყეენბა" + +msgid "Overrides" +msgstr "გადაფარავს" + +msgid "Disable for Vendors" +msgstr "გამორთეთ მწარმოებლებისთვის" + +msgid "Default Filters" +msgstr "ნაგულიხმევი ფილტრები" + +msgid "Depth of Field" +msgstr "ველის სიღრმე" + +msgid "Depth of Field Bokeh Shape" +msgstr "ბოკეს მოხაზულობის ველის სიღრმე" + +msgid "Depth of Field Bokeh Quality" +msgstr "ბოკეს ხარისხის ველის სიღრმე" + +msgid "Half Size" +msgstr "ნახევარი ზომა" + +msgid "Fadeout From" +msgstr "მინავლება საიდან" + +msgid "Fadeout To" +msgstr "მინავლება სადამდე" + +msgid "Light Projectors" +msgstr "სინათლის პროექტორები" + +msgid "Upscale Mode" +msgstr "ხარისხის მომატების რეჟიმი" + +msgid "Screen Space Reflection" +msgstr "ეკრანის სივრცის ანარეკლი" + +msgid "Roughness Quality" +msgstr "სიუხეშის ხარისხი" + +msgid "Global Shader Variables" +msgstr "გლობალური შეიდერის ცვლადები" + +msgid "Buffer Size" +msgstr "ბაფერის ზომა" + +msgid "Update Speed" +msgstr "განახლების სიჩქარე" + +msgid "Texel Size" +msgstr "Texel-ის ზომა" + +msgid "Probe Ray Count" +msgstr "საცდელი სხივების რაოდენობა" + +msgid "Volume Size" +msgstr "მოცულობის ზომა" + +msgid "Spatial Indexer" +msgstr "სივრცითი ინდექსერი" + +msgid "Threaded Cull Minimum Instances" +msgstr "მრავალნაკადიანი დაწუნების მინიმალურ გაშვებული ასლები" + +msgid "Forward Renderer" +msgstr "შემდეგი რენდერერი" + +msgid "Threaded Render Minimum Instances" +msgstr "მრავალნაკადიანი რენდერის მინიმალური გაშვებული ასლები" + +msgid "Cluster Builder" +msgstr "კლასტერის ამგები" + +msgid "OpenGL" +msgstr "OpenGL" + +msgid "Shaders" +msgstr "შეიდერები" + +msgid "Shader Language" +msgstr "შეიდერის ენა" + +msgid "Play Area Mode" +msgstr "დაკვრის ადგილის რეჟიმი" + +msgid "AR" +msgstr "AR" + +msgid "Has Tracking Data" +msgstr "აქვს ტრეკინგის მონაცემები" + +msgid "World Origin" +msgstr "სამყაროს წყარო" + +msgid "Property" +msgstr "პარამეტრი" diff --git a/editor/translations/properties/pl.po b/editor/translations/properties/pl.po index 0fe2b829f9c..3e29631f14f 100644 --- a/editor/translations/properties/pl.po +++ b/editor/translations/properties/pl.po @@ -84,21 +84,22 @@ # Marcin Zieliński , 2023. # Aleksander Łagowiec , 2023. # Jakub Marcowski , 2024. +# damian , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-28 14:02+0000\n" -"Last-Translator: Tomek \n" +"PO-Revision-Date: 2024-02-15 10:11+0000\n" +"Last-Translator: damian \n" "Language-Team: Polish \n" "Language: pl\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " -"|| n%100>=20) ? 1 : 2;\n" +"Plural-Forms: nplurals=3; plural=(n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " +"|| n%100>=20) ? 1 : 2);\n" "X-Generator: Weblate 5.4-dev\n" msgid "Application" @@ -800,6 +801,9 @@ msgstr "Język edytora" msgid "Display Scale" msgstr "Rozmiar wyświetlania" +msgid "Use Embedded Menu" +msgstr "Użyj wbudowanego menu" + msgid "Custom Display Scale" msgstr "Niestandardowa skala wyświetlania" @@ -908,6 +912,9 @@ msgstr "Ścieżka Blender 3" msgid "FBX" msgstr "FBX" +msgid "FBX2glTF Path" +msgstr "Ścieżka do FBX2glTF" + msgid "Docks" msgstr "Doki" @@ -1670,6 +1677,9 @@ msgstr "FPS" msgid "Normal Map" msgstr "Mapa normalnych" +msgid "Roughness" +msgstr "Chropowatość" + msgid "Process" msgstr "Przetwarzanie" @@ -1814,6 +1824,9 @@ msgstr "Odstęp" msgid "Texture Region Size" msgstr "Rozmiar obszaru tekstury" +msgid "Alternative ID" +msgstr "Alternatywne ID" + msgid "Speed" msgstr "Prędkość" @@ -1937,6 +1950,9 @@ msgstr "Przesunięcie pozycji podpowiedzi" msgid "Minimum Display Time" msgstr "Minimalny czas wyświetlania" +msgid "Dotnet" +msgstr "Dotnet" + msgid "Project" msgstr "Projekt" @@ -1997,6 +2013,9 @@ msgstr "Wielokąt" msgid "Depth" msgstr "Głębia" +msgid "Spin Degrees" +msgstr "Stopnie obrotu" + msgid "Path Node" msgstr "Ścieżka węzła" diff --git a/editor/translations/properties/ru.po b/editor/translations/properties/ru.po index 96a16476875..04cd6f30df2 100644 --- a/editor/translations/properties/ru.po +++ b/editor/translations/properties/ru.po @@ -163,12 +163,13 @@ # Evgeni , 2024. # Daniel , 2024. # suprohub , 2024. +# msun_ , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-28 14:02+0000\n" +"PO-Revision-Date: 2024-02-08 17:45+0000\n" "Last-Translator: Ruslan \n" "Language-Team: Russian \n" @@ -176,8 +177,8 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " -"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" +"Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && " +"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n" "X-Generator: Weblate 5.4-dev\n" msgid "Application" @@ -421,7 +422,7 @@ msgid "RID Pool Prealloc" msgstr "Предварительное распределение пула RID" msgid "Internationalization" -msgstr "Интернационализация" +msgstr "Локализация" msgid "Force Right to Left Layout Direction" msgstr "Принудительно компоновать справа налево" @@ -1113,12 +1114,24 @@ msgstr "Масштаб Гизмо Дескрипторы" msgid "Display Close Button" msgstr "Отобразить кнопку закрытия" +msgid "Maximum Width" +msgstr "Максимальная ширина" + msgid "Show Script Button" msgstr "Показать кнопку скрипта" +msgid "Multi Window" +msgstr "Мультиоконный режим" + msgid "Enable" msgstr "Включить" +msgid "Maximize Window" +msgstr "Развернуть Окно" + +msgid "Raster Image Editor" +msgstr "Редактор изображений" + msgid "Vector Image Editor" msgstr "Редактор векторных изображений" @@ -1272,6 +1285,9 @@ msgstr "Сворачивание кода" msgid "Word Wrap" msgstr "Перенос по словам" +msgid "Whitespace" +msgstr "Пробел" + msgid "Draw Tabs" msgstr "Рисовать табы" @@ -2208,6 +2224,9 @@ msgstr "Реимпорт недостающих импортированных msgid "Plugin Name" msgstr "Имя дополнения" +msgid "Autoload on Startup" +msgstr "Автозагрузка системы управления версиями при запуске" + msgid "Show Scene Tree Root Selection" msgstr "Показывать выбор корня дерева сцены" @@ -2373,6 +2392,9 @@ msgstr "Горячая точка пользовательского изобр msgid "Tooltip Position Offset" msgstr "Смещение позиции всплывающей подсказки" +msgid "Minimum Display Time" +msgstr "Минимальное время отображения заставки" + msgid "Dotnet" msgstr "Dotnet" @@ -2548,7 +2570,7 @@ msgid "Is Trigger" msgstr "Является триггером" msgid "Json" -msgstr "Json" +msgstr "JSON" msgid "Major Version" msgstr "Старшая версия" @@ -2965,7 +2987,7 @@ msgid "iPad 76 X 76" msgstr "iPad 76 X 76" msgid "iPad 152 X 152" -msgstr "iPad 152 X 152" +msgstr "iPad 152×152" msgid "iPad 167 X 167" msgstr "iPad 167 X 167" diff --git a/editor/translations/properties/uk.po b/editor/translations/properties/uk.po index 1ee7e3f0e69..8d9856e1669 100644 --- a/editor/translations/properties/uk.po +++ b/editor/translations/properties/uk.po @@ -32,22 +32,23 @@ # Siked Siked , 2023. # Вадим Коваль , 2023. # Volodymyr Mikhav , 2023. +# Bogdan , 2024. msgid "" msgstr "" "Project-Id-Version: Ukrainian (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-11-23 17:10+0000\n" -"Last-Translator: Volodymyr Mikhav \n" +"PO-Revision-Date: 2024-02-11 04:06+0000\n" +"Last-Translator: Bogdan \n" "Language-Team: Ukrainian \n" "Language: uk\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " -"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 5.2.1-rc\n" +"Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && " +"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n" +"X-Generator: Weblate 5.4-dev\n" msgid "Application" msgstr "Застосунок" @@ -3541,9 +3542,6 @@ msgstr "Згладжена" msgid "Gizmo Extents" msgstr "Гаджети" -msgid "Multimesh" -msgstr "Помножити на %s" - msgid "Path Max Distance" msgstr "Макс. відстань контуру" @@ -4060,6 +4058,9 @@ msgstr "Мін. відстань" msgid "Max Iterations" msgstr "Макс к-ть ітерацій" +msgid "Pinned Points" +msgstr "Закріплені Точки" + msgid "Parent Collision Ignore" msgstr "Ігнорувати батьківські зіткнення" @@ -5053,6 +5054,9 @@ msgstr "Крива масштабування" msgid "Rough" msgstr "Грубо" +msgid "Add UV2" +msgstr "Додати UV2" + msgid "Top Radius" msgstr "Радіус згори" diff --git a/editor/translations/properties/zh_TW.po b/editor/translations/properties/zh_TW.po index d37458d9fe5..9d7b577985a 100644 --- a/editor/translations/properties/zh_TW.po +++ b/editor/translations/properties/zh_TW.po @@ -47,13 +47,14 @@ # Skyter Lin , 2023. # powder , 2023. # lemtea8 , 2024. +# Chang-Chia Tseng , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2024-01-16 01:10+0000\n" -"Last-Translator: lemtea8 \n" +"PO-Revision-Date: 2024-02-12 23:45+0000\n" +"Last-Translator: Chang-Chia Tseng \n" "Language-Team: Chinese (Traditional) \n" "Language: zh_TW\n" @@ -277,7 +278,7 @@ msgid "Message" msgstr "訊息" msgid "Rendering" -msgstr "渲染" +msgstr "算繪" msgid "Occlusion Culling" msgstr "檢視遮擋剔除" @@ -331,7 +332,7 @@ msgid "Use Oversampling" msgstr "使用過取樣" msgid "Rendering Device" -msgstr "渲染設備" +msgstr "算繪設備" msgid "Staging Buffer" msgstr "暫存緩衝區" @@ -1597,7 +1598,7 @@ msgid "Sorting Order" msgstr "排序方式" msgid "Default Renderer" -msgstr "預設渲染器" +msgstr "預設算繪器" msgid "Highlighting" msgstr "高亮" @@ -2533,10 +2534,10 @@ msgid "Nvidia Disable Threaded Optimization" msgstr "Nvidia 停用多執行緒優化" msgid "Renderer" -msgstr "渲染器" +msgstr "算繪器" msgid "Rendering Method" -msgstr "渲染方法" +msgstr "算繪方法" msgid "Include Text Server Data" msgstr "包括文字伺服器資料" @@ -3418,7 +3419,7 @@ msgid "Display Refresh Rate" msgstr "顯示更新率" msgid "Render Target Size Multiplier" -msgstr "渲染目標大小倍數" +msgstr "算繪目標大小倍數" msgid "Hand" msgstr "掌上" @@ -5074,7 +5075,7 @@ msgid "Tile Set" msgstr "圖塊集" msgid "Rendering Quadrant Size" -msgstr "渲染象限大小" +msgstr "算繪象限大小" msgid "Collision Animatable" msgstr "碰撞可動畫化" @@ -5443,10 +5444,10 @@ msgid "Texture Filter" msgstr "紋理篩選" msgid "Render Priority" -msgstr "渲染優先順序" +msgstr "算繪優先順序" msgid "Outline Render Priority" -msgstr "輪廓渲染優先順序" +msgstr "輪廓算繪優先順序" msgid "Text" msgstr "純文字" @@ -7258,7 +7259,7 @@ msgid "Size 2D Override Stretch" msgstr "2D 大小覆蓋拉伸" msgid "Render Target" -msgstr "渲染目標" +msgstr "算繪目標" msgid "Clear Mode" msgstr "清屏模式" @@ -7306,10 +7307,10 @@ msgid "Layer Names" msgstr "圖層名稱" msgid "2D Render" -msgstr "2D 渲染" +msgstr "2D 算繪" msgid "3D Render" -msgstr "3D 渲染" +msgstr "3D 算繪" msgid "2D Physics" msgstr "2D 物理" @@ -9838,7 +9839,7 @@ msgid "View Count" msgstr "視圖數量" msgid "Render Loop Enabled" -msgstr "啟用渲染迴圈" +msgstr "啟用算繪迴圈" msgid "VRAM Compression" msgstr "VRAM 壓縮" @@ -10048,10 +10049,10 @@ msgid "Threaded Cull Minimum Instances" msgstr "多執行緒剔除最小實例數" msgid "Forward Renderer" -msgstr "前向渲染器" +msgstr "前向算繪器" msgid "Threaded Render Minimum Instances" -msgstr "多執行緒渲染最小實例數" +msgstr "多執行緒算繪最小實例數" msgid "Cluster Builder" msgstr "集群建構器" @@ -10063,10 +10064,10 @@ msgid "OpenGL" msgstr "OpenGL" msgid "Max Renderable Elements" -msgstr "最大可渲染元素數" +msgstr "最大可算繪元素數" msgid "Max Renderable Lights" -msgstr "最大可渲染光源數" +msgstr "最大可算繪光源數" msgid "Max Lights per Object" msgstr "單物件最大光源數"