i18n: Sync classref translations with Weblate

(cherry picked from commit b671ea88fb)
This commit is contained in:
Rémi Verschelde 2022-08-05 03:12:25 +02:00
parent 97db538352
commit 1afc83d0a7
5 changed files with 1926 additions and 1313 deletions

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@ -30,8 +30,8 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-07-23 03:56+0000\n" "PO-Revision-Date: 2022-07-31 16:43+0000\n"
"Last-Translator: AndreWharn <andrewharnofficial@gmail.com>\n" "Last-Translator: Mirko <miknsop@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/" "Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/it/>\n" "godot-class-reference/it/>\n"
"Language: it\n" "Language: it\n"
@ -62,6 +62,7 @@ msgid "Theme Properties"
msgstr "Proprietà del tema" msgstr "Proprietà del tema"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
#, fuzzy
msgid "Signals" msgid "Signals"
msgstr "Segnali" msgstr "Segnali"
@ -56960,7 +56961,7 @@ msgstr ""
#: doc/classes/Spatial.xml #: doc/classes/Spatial.xml
msgid "Introduction to 3D" msgid "Introduction to 3D"
msgstr "" msgstr "Introduzione al 3D"
#: doc/classes/Spatial.xml doc/classes/Vector3.xml #: doc/classes/Spatial.xml doc/classes/Vector3.xml
msgid "All 3D Demos" msgid "All 3D Demos"

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@ -41,12 +41,13 @@
# Fabio Moura de Oliveira <ccmaismais@yahoo.com>, 2022. # Fabio Moura de Oliveira <ccmaismais@yahoo.com>, 2022.
# Daniel Abrante <danielabrante@protonmail.com>, 2022. # Daniel Abrante <danielabrante@protonmail.com>, 2022.
# lucas rossy brasil coelho <lucasrossy270@gmail.com>, 2022. # lucas rossy brasil coelho <lucasrossy270@gmail.com>, 2022.
# Felipe Kinoshita <kinofhek@gmail.com>, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-06-16 18:58+0000\n" "PO-Revision-Date: 2022-08-04 06:40+0000\n"
"Last-Translator: lucas rossy brasil coelho <lucasrossy270@gmail.com>\n" "Last-Translator: Felipe Kinoshita <kinofhek@gmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/" "Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/pt_BR/>\n" "godot-engine/godot-class-reference/pt_BR/>\n"
"Language: pt_BR\n" "Language: pt_BR\n"
@ -54,7 +55,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n" "Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n" "Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n" "Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 4.13-dev\n" "X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Description" msgid "Description"
@ -76754,6 +76755,13 @@ msgid ""
"the same space as the parent YSort, allowing to better organize a scene or " "the same space as the parent YSort, allowing to better organize a scene or "
"divide it in multiple ones, yet keep the unique sorting." "divide it in multiple ones, yet keep the unique sorting."
msgstr "" msgstr ""
"Classifique todos os nós filhos com base em suas posições Y. O nó filho deve "
"herdar de [CanvasItem] para ser classificado. Os nós que têm uma posição Y "
"mais alta serão desenhados mais tarde, então eles aparecerão no topo dos nós "
"que têm uma posição Y mais baixa. O aninhamento de nós YSort é possível. Os "
"nós YSort filhos serão classificados no mesmo espaço que o YSort pai, "
"permitindo organizar melhor uma cena ou dividi-la em várias outras, mas "
"manter a classificação única."
#: doc/classes/YSort.xml #: doc/classes/YSort.xml
msgid "" msgid ""

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@ -49,21 +49,22 @@
# FuzzMix <fmwolfiechad@gmail.com>, 2022. # FuzzMix <fmwolfiechad@gmail.com>, 2022.
# МАН69К <weblate@mah69k.net>, 2022. # МАН69К <weblate@mah69k.net>, 2022.
# Vadim Mitroshkin <Vadim7540@yandex.ru>, 2022. # Vadim Mitroshkin <Vadim7540@yandex.ru>, 2022.
# SonicStalker Games <dmitriyusolsev1971@gmail.com>, 2022.
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-07-03 00:44+0000\n" "PO-Revision-Date: 2022-08-04 06:40+0000\n"
"Last-Translator: Bozhko Artyom Dmitrievich <jek_sun@mail.ru>\n" "Last-Translator: SonicStalker Games <dmitriyusolsev1971@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/" "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n" "godot-class-reference/ru/>\n"
"Language: ru\n" "Language: ru\n"
"MIME-Version: 1.0\n" "MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n" "Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n" "Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && n"
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" "%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 4.13.1-dev\n" "X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py #: doc/tools/make_rst.py
msgid "Description" msgid "Description"
@ -620,11 +621,11 @@ msgstr ""
"[codeblock]\n" "[codeblock]\n"
"- Меньше -1,0 (не включая): Облегчение вхождения-выхождения\n" "- Меньше -1,0 (не включая): Облегчение вхождения-выхождения\n"
"- 1.0: Линейный\n" "- 1.0: Линейный\n"
"- От -1,0 до 0,0 (не включая): Облегчение в\n" "- От -1,0 до 0,0 (не включая): Облегчение выхождения-вхождения\n"
"- 0.0: Постоянный\n" "- 0.0: Постоянный\n"
"- От 0,0 до 1,0 (не включая): Облегчение\n" "- От 0,0 до 1,0 (не включая): Облегчение выхождения(только выход)\n"
"- 1.0: Линейный\n" "- 1.0: Линейный\n"
"- Больше 1,0 (не включая): Облегчение\n" "- Больше 1,0 (не включая): Облегчение вхождения(только вход)\n"
"[/codeblock]\n" "[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"ease_cheatsheet.png]ease() значения кривой шпаргалка[/url]\n" "ease_cheatsheet.png]ease() значения кривой шпаргалка[/url]\n"
@ -1402,7 +1403,6 @@ msgstr ""
"трассировка стека при печати ошибки или предупреждения." "трассировка стека при печати ошибки или предупреждения."
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid "" msgid ""
"Like [method print], but includes the current stack frame when running with " "Like [method print], but includes the current stack frame when running with "
"the debugger turned on.\n" "the debugger turned on.\n"
@ -1412,10 +1412,12 @@ msgid ""
" At: res://test.gd:15:_process()\n" " At: res://test.gd:15:_process()\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"Печатает трек стека вызовов, работает только если включён отладчик.\n" "Как [method print], но включает в себя текущий кадр стека когда запушен с "
"включенным отладчиком.\n"
"Вывод в консоли будет выглядеть примерно так:\n" "Вывод в консоли будет выглядеть примерно так:\n"
"[codeblock]\n" "[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n" "Test print\n"
" At: res://test.gd:15:_process()\n"
"[/codeblock]" "[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
@ -1830,19 +1832,30 @@ msgstr ""
"Возвращает результат плавной интерполяции значения [code]s[/code] между " "Возвращает результат плавной интерполяции значения [code]s[/code] между "
"[code]0[/code] и [code]1[/code], в зависимости от того, где находится " "[code]0[/code] и [code]1[/code], в зависимости от того, где находится "
"[code]s[/code] относительно [code]from[/code] и [code]to[/code].\n" "[code]s[/code] относительно [code]from[/code] и [code]to[/code].\n"
"\n"
"Возвращаемое значение равно [code]0[/code], если [code]s <= from[/code] и " "Возвращаемое значение равно [code]0[/code], если [code]s <= from[/code] и "
"[code]1[/code], если[code]s >= to[/code]. Если [code]s[/code] находится " "[code]1[/code], если[code]s >= to[/code]. Если [code]s[/code] находится "
"между [code]from[/code] и [code]to[/code], то возвращаемое значение следует " "между [code]from[/code] и [code]to[/code], то возвращаемое значение следует "
"S-образной кривой, которая соответствует значению [code]s[/code] между " "S-образной кривой, которая соответствует значению [code]s[/code] между "
"[code]0[/code] и [code]1[/code].\n" "[code]0[/code] и [code]1[/code].\n"
"\n"
"S-образная кривая является кубическим эрмитовым сплайном, заданным функцией " "S-образная кривая является кубическим эрмитовым сплайном, заданным функцией "
"[code]f(s) = 3*s^2 - 2*s^3[/code].\n" "[code]f(s) = 3*s^2 - 2*s^3[/code].\n"
"\n"
"[codeblock]\n" "[codeblock]\n"
"smoothstep(0, 2, -5.0) # Returns 0.0\n" "smoothstep(0, 2, -5.0) # Returns 0.0\n"
"smoothstep(0, 2, 0.5) # Returns 0.15625\n" "smoothstep(0, 2, 0.5) # Returns 0.15625\n"
"smoothstep(0, 2, 1.0) # Returns 0.5\n" "smoothstep(0, 2, 1.0) # Returns 0.5\n"
"smoothstep(0, 2, 2.0) # Returns 1.0\n" "smoothstep(0, 2, 2.0) # Returns 1.0\n"
"[/codeblock]" "[/codeblock]\n"
"\n"
"Compared to [method ease] with a curve value of [code]-1.6521[/code], ["
"method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, -1"
".6521) return values[/url]"
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy #, fuzzy

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@ -62,7 +62,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine class reference\n" "Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-07-26 01:54+0000\n" "PO-Revision-Date: 2022-07-31 16:43+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n" "godot-engine/godot-class-reference/zh_Hans/>\n"
@ -1322,7 +1322,6 @@ msgstr ""
"在打印错误或警告时还会显示堆栈跟踪。" "在打印错误或警告时还会显示堆栈跟踪。"
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid "" msgid ""
"Like [method print], but includes the current stack frame when running with " "Like [method print], but includes the current stack frame when running with "
"the debugger turned on.\n" "the debugger turned on.\n"
@ -1332,10 +1331,11 @@ msgid ""
" At: res://test.gd:15:_process()\n" " At: res://test.gd:15:_process()\n"
"[/codeblock]" "[/codeblock]"
msgstr "" msgstr ""
"在代码位置打印堆栈轨迹,仅在打开调试器的情况下运行。\n" "与 [method print] 类似,但在打开调试器运行时还会包含当前栈帧。\n"
"控制台中的输出如下所示\n" "控制台中的输出应该是类似这样的\n"
"[codeblock]\n" "[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n" "Test print\n"
" At: res://test.gd:15:_process()\n"
"[/codeblock]" "[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml #: modules/gdscript/doc_classes/@GDScript.xml
@ -9581,7 +9581,6 @@ msgstr ""
"制器也将保持相同的 ID。" "制器也将保持相同的 ID。"
#: doc/classes/ARVRController.xml #: doc/classes/ARVRController.xml
#, fuzzy
msgid "" msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to " "The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] " "[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
@ -9589,9 +9588,8 @@ msgid ""
"This is a useful property to animate if you want the controller to vibrate " "This is a useful property to animate if you want the controller to vibrate "
"for a limited duration." "for a limited duration."
msgstr "" msgstr ""
"控制器振动的程度。范围从 [code]0.0[/code] 到 [code]1.0[/code],精度 " "控制器振动的程度。范围从 [code]0.0[/code] 到 [code]1.0[/code]。如果更改,"
"[code].01[/code]。如果更改,会相应地更新 [member ARVRPositionalTracker." "会相应地更新 [member ARVRPositionalTracker.rumble]。\n"
"rumble]。\n"
"如果你想让控制器在限定时间内振动,这是一个有用的属性,可以将其动画化。" "如果你想让控制器在限定时间内振动,这是一个有用的属性,可以将其动画化。"
#: doc/classes/ARVRController.xml #: doc/classes/ARVRController.xml
@ -14589,6 +14587,10 @@ msgid ""
"current, setting one camera's [member current] to [code]false[/code] will " "current, setting one camera's [member current] to [code]false[/code] will "
"cause the other camera to be made current." "cause the other camera to be made current."
msgstr "" msgstr ""
"如果为 [code]true[/code],则祖级 [Viewport] 正在使用这个相机。\n"
"如果场景中有多个相机,总会有一个被设为当前相机。例如,假设场景中存在两个 "
"[Camera] 节点并且只有一个为当前相机,那么如果把某一个相机的 [member current] "
"设为 [code]false[/code] 就会导致另一个相机被设为当前相机。"
#: doc/classes/Camera.xml #: doc/classes/Camera.xml
msgid "" msgid ""
@ -17985,7 +17987,7 @@ msgstr "道奇蓝色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Firebrick color." msgid "Firebrick color."
msgstr "火砖的颜色。" msgstr "耐火砖红色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Floral white color." msgid "Floral white color."
@ -17997,11 +17999,11 @@ msgstr "森林绿色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Fuchsia color." msgid "Fuchsia color."
msgstr "紫红色的颜色。" msgstr "洋红色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Gainsboro color." msgid "Gainsboro color."
msgstr "庚斯伯勒色。" msgstr "庚斯伯勒色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Ghost white color." msgid "Ghost white color."
@ -18013,7 +18015,7 @@ msgstr "金色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Goldenrod color." msgid "Goldenrod color."
msgstr "金黄的颜色。" msgstr "金色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Gray color." msgid "Gray color."
@ -18033,7 +18035,7 @@ msgstr "蜜露色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Hot pink color." msgid "Hot pink color."
msgstr "炙热的粉红色。" msgstr "亮粉色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Indian red color." msgid "Indian red color."
@ -18057,7 +18059,7 @@ msgstr "薰衣草色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Lavender blush color." msgid "Lavender blush color."
msgstr "薰衣草腮红的颜色。" msgstr "薰衣草紫红色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Lawn green color." msgid "Lawn green color."
@ -18081,7 +18083,7 @@ msgstr "淡青色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Light goldenrod color." msgid "Light goldenrod color."
msgstr "淡淡的金黄色。" msgstr "亮金菊黄色。"
#: doc/classes/Color.xml #: doc/classes/Color.xml
msgid "Light gray color." msgid "Light gray color."
@ -22935,7 +22937,7 @@ msgstr ""
msgid "" msgid ""
"A script implemented in the C# programming language (Mono-enabled builds " "A script implemented in the C# programming language (Mono-enabled builds "
"only)." "only)."
msgstr "用C编程语言实现的脚本仅启用Mono的版本)。" msgstr "用 C# 编程语言实现的脚本(仅 Mono 版本中存在)。"
#: modules/mono/doc_classes/CSharpScript.xml #: modules/mono/doc_classes/CSharpScript.xml
msgid "" msgid ""
@ -22943,14 +22945,14 @@ msgid ""
"class and is only available in Mono-enabled Godot builds.\n" "class and is only available in Mono-enabled Godot builds.\n"
"See also [GodotSharp]." "See also [GodotSharp]."
msgstr "" msgstr ""
"此类表示C脚本。它与[GDScript]类的C等效并且仅在启用了Mono的Godot版本中可" "这个类表示 C# 脚本,是 [GDScript] 类在 C# 中的对等体,仅在启用了 Mono 的 "
"用。\n" "Godot 版本中可用。\n"
"另请参阅[GodotSharp]。" "另请参阅 [GodotSharp]。"
#: modules/mono/doc_classes/CSharpScript.xml #: modules/mono/doc_classes/CSharpScript.xml
#: modules/gdnative/doc_classes/PluginScript.xml #: modules/gdnative/doc_classes/PluginScript.xml
msgid "Returns a new instance of the script." msgid "Returns a new instance of the script."
msgstr "返回脚本的新实例。" msgstr "返回脚本的新实例。"
#: doc/classes/CubeMap.xml #: doc/classes/CubeMap.xml
msgid "A CubeMap is a 6-sided 3D texture." msgid "A CubeMap is a 6-sided 3D texture."
@ -23267,7 +23269,7 @@ msgstr "重新计算曲线的烘焙点缓存。"
msgid "" msgid ""
"Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units " "Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units "
"to their neighbor on the curve." "to their neighbor on the curve."
msgstr "移除比曲线上的相邻点近[code]CMP_EPSILON[/code]0.00001)个单位的点。" msgstr "移除比曲线上的相邻点近 [code]CMP_EPSILON[/code]0.00001)个单位的点。"
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml #: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Removes all points from the curve." msgid "Removes all points from the curve."
@ -23462,9 +23464,9 @@ msgid ""
"the index is out of bounds, the function sends an error to the console, and " "the index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0)[/code]." "returns [code](0, 0)[/code]."
msgstr "" msgstr ""
"返回指向顶点[code]idx[/code]的控制点位置。返回的位置是相对于顶点[code]idx[/" "返回指向顶点 [code]idx[/code] 的控制点位置。返回的位置是相对于顶点 "
"code]的。如果索引超出了范围,函数会向控制台发送一条错误,并返回 [code](0, 0)" "[code]idx[/code] 的。如果索引超出了范围,函数会向控制台发送一条错误,并返回 "
"[/code]。" "[code](0, 0)[/code]。"
#: doc/classes/Curve2D.xml #: doc/classes/Curve2D.xml
msgid "" msgid ""
@ -23473,9 +23475,9 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the " "code]. If the index is out of bounds, the function sends an error to the "
"console, and returns [code](0, 0)[/code]." "console, and returns [code](0, 0)[/code]."
msgstr "" msgstr ""
"返回从顶点[code]idx[/code]引出的控制点位置。返回的位置是相对于顶点 " "返回从顶点 [code]idx[/code] 引出的控制点位置。返回的位置是相对于顶点 "
"[code]idx[/code]。如果索引越界,函数会向控制台发送错误,并返回 [code](0, 0)[/" "[code]idx[/code]。如果索引越界,函数会向控制台发送错误,并返回 [code](0, "
"code]。" "0)[/code]。"
#: doc/classes/Curve2D.xml #: doc/classes/Curve2D.xml
msgid "" msgid ""
@ -25234,9 +25236,9 @@ msgid ""
"appear in the inspector when selecting a node that extends the class " "appear in the inspector when selecting a node that extends the class "
"specified by [code]class_name[/code]." "specified by [code]class_name[/code]."
msgstr "" msgstr ""
"如果[code]class_name[/code]指定的类中的[code]property[/code]被禁用,则返回 " "如果 [code]class_name[/code] 指定的类中的 [code]property[/code] 属性被禁用,"
"[code]true[/code]。当属性被禁用时,当[code]class_name[/code]类被指定为类的(继" "则返回 [code]true[/code]。禁用某一属性后,当选中继承自 "
"承)父节点时,它将不会出现在检查器中。" "[code]class_name[/code] 类的节点时,该属性将不会出现在检查器中。"
#: doc/classes/EditorFeatureProfile.xml #: doc/classes/EditorFeatureProfile.xml
msgid "" msgid ""
@ -25252,18 +25254,19 @@ msgid ""
"format obtained by using the feature profile manager's [b]Export[/b] button " "format obtained by using the feature profile manager's [b]Export[/b] button "
"or the [method save_to_file] method." "or the [method save_to_file] method."
msgstr "" msgstr ""
"从文件中加载一个编辑器功能配置文件。该文件必须遵循JSON格式通过使用功能配置" "从文件中加载一个编辑器功能配置文件。该文件必须遵循 JSON "
"文件管理器的[b]Export[/b]按钮或[method save_to_file]方法获得。" "格式,通过使用功能配置文件管理器的[b]导出[/b]按钮或 [method save_to_file] "
"方法获得。"
#: doc/classes/EditorFeatureProfile.xml #: doc/classes/EditorFeatureProfile.xml
#, fuzzy
msgid "" msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be " "Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the " "imported using the feature profile manager's [b]Import[/b] button or the "
"[method load_from_file] method." "[method load_from_file] method."
msgstr "" msgstr ""
"将编辑器的功能配置保存到JSON格式的文件中。然后可以使用特征配置文件管理器的[b]" "将编辑器的功能配置保存到 JSON "
"导入[/b]按钮或[method load_from_file]按钮导入它。" "格式的文件中。然后可以使用功能配置文件管理器的[b]导入[/b]按钮或 [method "
"load_from_file] 方法导入它。"
#: doc/classes/EditorFeatureProfile.xml #: doc/classes/EditorFeatureProfile.xml
msgid "" msgid ""
@ -25271,8 +25274,9 @@ msgid ""
"by [code]class_name[/code]. When disabled, the class won't appear in the " "by [code]class_name[/code]. When disabled, the class won't appear in the "
"Create New Node dialog." "Create New Node dialog."
msgstr "" msgstr ""
"如果 [code]disable[/code] 是 [code]true[/code],则禁用 [code]class_name[/" "如果 [code]disable[/code] 为 [code]true[/code],则禁用 "
"code] 指定的类。被禁用时,该类不会出现在“创建新 Node”对话框中。" "[code]class_name[/code] 指定的类。禁用后,该类不会出现在“创建新 "
"Node”对话框中。"
#: doc/classes/EditorFeatureProfile.xml #: doc/classes/EditorFeatureProfile.xml
msgid "" msgid ""
@ -25281,9 +25285,9 @@ msgid ""
"appear in the Create New Node dialog but the inspector will be read-only " "appear in the Create New Node dialog but the inspector will be read-only "
"when selecting a node that extends the class." "when selecting a node that extends the class."
msgstr "" msgstr ""
"如果 [code]disable[/code] 为 [code]true[/code],则禁用 [code]class_name[/" "如果 [code]disable[/code] 为 [code]true[/code],则禁用 "
"code] 指定的类的编辑。禁用时,类仍然会出现在“创建新 Node”对话框中但在选择继" "[code]class_name[/code] 指定的类的编辑。禁用后,该类仍然会出现在“创建新 "
"承的节点时,检查器将只读。" "Node”对话框中但在选中继承的节点时,检查器将只读。"
#: doc/classes/EditorFeatureProfile.xml #: doc/classes/EditorFeatureProfile.xml
msgid "" msgid ""
@ -25292,9 +25296,10 @@ msgid ""
"When a property is disabled, it won't appear in the inspector when selecting " "When a property is disabled, it won't appear in the inspector when selecting "
"a node that extends the class specified by [code]class_name[/code]." "a node that extends the class specified by [code]class_name[/code]."
msgstr "" msgstr ""
"如果 [code]disable[/code] 是 [code]true[/code],则禁用 [code]class_name[/" "如果 [code]disable[/code] 为 [code]true[/code],则禁用 "
"code] 指定的类中的 [code]property[/code] 的编辑。当属性被禁用时,当选择继承 " "[code]class_name[/code] 指定的类中的 [code]property[/code] "
"[code]class_name[/code] 指定的类的节点时,它将不会出现在检查器中。" "属性的编辑。禁用某一属性后,选中继承自 [code]class_name[/code] "
"指定的类的节点时,这个属性将不会出现在检查器中。"
#: doc/classes/EditorFeatureProfile.xml #: doc/classes/EditorFeatureProfile.xml
msgid "" msgid ""
@ -25325,7 +25330,7 @@ msgstr ""
msgid "" msgid ""
"The AssetLib tab. If this feature is disabled, the AssetLib tab won't " "The AssetLib tab. If this feature is disabled, the AssetLib tab won't "
"display." "display."
msgstr "AssetLib选项卡。如果禁用此功能则不会显示AssetLib选项卡。" msgstr "AssetLib 选项卡。如果禁用此功能,则不会显示 AssetLib 选项卡。"
#: doc/classes/EditorFeatureProfile.xml #: doc/classes/EditorFeatureProfile.xml
msgid "" msgid ""
@ -29678,14 +29683,13 @@ msgid "The default exposure used for tonemapping."
msgstr "用于色调映射的默认曝光。" msgstr "用于色调映射的默认曝光。"
#: doc/classes/Environment.xml #: doc/classes/Environment.xml
#, fuzzy
msgid "" msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" " "The tonemapping mode to use. Tonemapping is the process that \"converts\" "
"HDR values to be suitable for rendering on a SDR display. (Godot doesn't " "HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)" "support rendering on HDR displays yet.)"
msgstr "" msgstr ""
"要使用的色调映射模式。色调映射是“转换”HDR 值以适合在 LDR 显示器上呈现的过程。" "要使用的色调映射模式。色调映射是将 HDR 值“转换”为适合在 SDR "
"Godot 尚不支持在 HDR 显示器上进行渲染。)" "显示器上呈现的值过程。Godot 尚不支持在 HDR 显示器上进行渲染。)"
#: doc/classes/Environment.xml #: doc/classes/Environment.xml
msgid "" msgid ""
@ -31958,16 +31962,16 @@ msgstr ""
"[b]注意:[/b]直线是使用方向向量而不是终点指定的。" "[b]注意:[/b]直线是使用方向向量而不是终点指定的。"
#: doc/classes/Geometry.xml #: doc/classes/Geometry.xml
#, fuzzy
msgid "" msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The " "Given an array of [Vector2]s representing tiles, builds an atlas. The "
"returned dictionary has two keys: [code]points[/code] is an array of " "returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] " "[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]." "contains the overall size of the whole atlas as [Vector2]."
msgstr "" msgstr ""
"给定表示图块的[Vector2]数组,构建一个地图集。返回的字典有两个键:" "给定表示图块的 [Vector2] "
"[code]points[/code]是[Vector2]的向量,用于指定每个图块的位置,[code]size[/" "数组,构建一个地图集。返回的字典有两个键:[code]points[/code] 是 [Vector2] "
"code]包含整个图集的整体大小,作为[Vector2]。" "的数组,用于指定每个图块的位置,[code]size[/code] 包含整个图集的整体大小,"
"是一个 [Vector2]。"
#: doc/classes/Geometry.xml #: doc/classes/Geometry.xml
msgid "" msgid ""
@ -33247,9 +33251,7 @@ msgstr "小图矩形的大小。地图自身基于网格区域的大小,并被
msgid "" msgid ""
"If [code]true[/code], enables disconnection of existing connections in the " "If [code]true[/code], enables disconnection of existing connections in the "
"GraphEdit by dragging the right end." "GraphEdit by dragging the right end."
msgstr "" msgstr "如果为 [code]true[/code],通过拖动右端,可以断开 GraphEdit 中现有的连接。"
"如果为 [code]true[/code]通过拖动右端可以断开图形编辑GraphEdit中现有的连"
"接。"
#: doc/classes/GraphEdit.xml #: doc/classes/GraphEdit.xml
msgid "The scroll offset." msgid "The scroll offset."
@ -33306,9 +33308,9 @@ msgid ""
"code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] " "code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] "
"slot of the [code]to[/code] GraphNode is attempted to be created." "slot of the [code]to[/code] GraphNode is attempted to be created."
msgstr "" msgstr ""
"当试图创建[code]来自from[/code]图形节点GraphNode1的[code]from_slot[/code]槽和" "尝试创建从 [code]from[/code] GraphNode 的 [code]from_slot[/code] 槽到 "
"[code]to[/code]图形节点GraphNode2的[code]to_slot[/code]槽之间的连接时,会向图" "[code]to[/code] GraphNode 的 [code]to_slot[/code] 槽之间的连接时,会向该 "
"形编辑GraphEdit发出。" "GraphEdit 发出。"
#: doc/classes/GraphEdit.xml #: doc/classes/GraphEdit.xml
msgid "" msgid ""
@ -33335,9 +33337,9 @@ msgid ""
"slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of " "slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of "
"[code]to[/code] GraphNode is attempted to be removed." "[code]to[/code] GraphNode is attempted to be removed."
msgstr "" msgstr ""
"当试图移除 [code]from[/code] 图形节点GraphNode1的 [code]from_slot[/code]槽和" "尝试移除从 [code]from[/code] GraphNode 的 [code]from_slot[/code] 槽到 "
"[code]to[/code] 图形节点GraphNode 的[code]to_slot[/code] 槽之间的连接时,会发" "[code]to[/code] GraphNode 的 [code]to_slot[/code] 槽之间的连接时,会向该 "
"送到图形编辑GraphEdit。" "GraphEdit 发出。"
#: doc/classes/GraphEdit.xml #: doc/classes/GraphEdit.xml
msgid "" msgid ""
@ -33561,9 +33563,8 @@ msgstr ""
msgid "" msgid ""
"Sets the [Color] of the right (output) side of the slot [code]idx[/code] to " "Sets the [Color] of the right (output) side of the slot [code]idx[/code] to "
"[code]color_right[/code]." "[code]color_right[/code]."
msgstr "" msgstr "将插槽 [code]idx[/code] 的右侧(输出)的颜色 [Color] 设置为 "
"将插槽[code]idx[/code]的右侧(输出)的颜色[Color]设置为[code]color_right[/" "[code]color_right[/code]。"
"code]。"
#: doc/classes/GraphNode.xml #: doc/classes/GraphNode.xml
msgid "" msgid ""
@ -33599,7 +33600,7 @@ msgstr ""
#: doc/classes/GraphNode.xml #: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is a comment node." msgid "If [code]true[/code], the GraphNode is a comment node."
msgstr "如果为 [code]true[/code],则 GraphNode 是注释节点。" msgstr "如果为 [code]true[/code],则 GraphNode 是注释节点。"
#: doc/classes/GraphNode.xml #: doc/classes/GraphNode.xml
msgid "" msgid ""
@ -33627,7 +33628,7 @@ msgstr ""
#: doc/classes/GraphNode.xml #: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is selected." msgid "If [code]true[/code], the GraphNode is selected."
msgstr "如果为 [code]true[/code]图形节点GraphNode被选中。" msgstr "如果为 [code]true[/code]则该 GraphNode 被选中。"
#: doc/classes/GraphNode.xml #: doc/classes/GraphNode.xml
msgid "" msgid ""
@ -41016,7 +41017,6 @@ msgid "The tint of [Font]'s outline."
msgstr "对 [Font] 轮廓的染色。" msgstr "对 [Font] 轮廓的染色。"
#: doc/classes/Label3D.xml #: doc/classes/Label3D.xml
#, fuzzy
msgid "" msgid ""
"Sets the render priority for the text outline. Higher priority objects will " "Sets the render priority for the text outline. Higher priority objects will "
"be sorted in front of lower priority objects.\n" "be sorted in front of lower priority objects.\n"
@ -41028,8 +41028,8 @@ msgid ""
"sorted from back to front (subject to priority)." "sorted from back to front (subject to priority)."
msgstr "" msgstr ""
"设置文本轮廓的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" "设置文本轮廓的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认" "[b]注意:[/b]仅在 [member alpha_cut] 为 [constant "
"值)时适用。\n" "ALPHA_CUT_DISABLED](默认值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" "[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" "方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
@ -41038,7 +41038,6 @@ msgid "The size of one pixel's width on the label to scale it in 3D."
msgstr "标签上一个像素宽度的大小,以 3D 缩放。" msgstr "标签上一个像素宽度的大小,以 3D 缩放。"
#: doc/classes/Label3D.xml #: doc/classes/Label3D.xml
#, fuzzy
msgid "" msgid ""
"Sets the render priority for the text. Higher priority objects will be " "Sets the render priority for the text. Higher priority objects will be "
"sorted in front of lower priority objects.\n" "sorted in front of lower priority objects.\n"
@ -41050,8 +41049,8 @@ msgid ""
"sorted from back to front (subject to priority)." "sorted from back to front (subject to priority)."
msgstr "" msgstr ""
"设置文本的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" "设置文本的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认" "[b]注意:[/b]仅在 [member alpha_cut] 为 [constant "
"值)时适用。\n" "ALPHA_CUT_DISABLED](默认值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" "[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" "方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
@ -41077,11 +41076,10 @@ msgid "If set, lights in the environment affect the label."
msgstr "如果打开,环境中的灯光会影响该标签。" msgstr "如果打开,环境中的灯光会影响该标签。"
#: doc/classes/Label3D.xml #: doc/classes/Label3D.xml
#, fuzzy
msgid "" msgid ""
"If set, text can be seen from the back as well. If not, the text is " "If set, text can be seen from the back as well. If not, the text is "
"invisible when looking at it from behind." "invisible when looking at it from behind."
msgstr "如果打开,从后面也可以看到文本,如果不打开,从后面看它是不可见的。" msgstr "如果打开,从后面也可以看到文本。如果不打开,从后面看该文本是不可见的。"
#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
#: doc/classes/SpriteBase3D.xml #: doc/classes/SpriteBase3D.xml
@ -46077,7 +46075,6 @@ msgid "An instance of a [NavigationMesh]."
msgstr "[NavigationMesh] 的一个实例。" msgstr "[NavigationMesh] 的一个实例。"
#: doc/classes/NavigationMeshInstance.xml #: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "" msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " "An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
"be navigated and what cannot, based on the [NavigationMesh] resource.\n" "be navigated and what cannot, based on the [NavigationMesh] resource.\n"
@ -46096,13 +46093,13 @@ msgid ""
"The cost of traveling distances inside this region can be controlled with " "The cost of traveling distances inside this region can be controlled with "
"the [member travel_cost] multiplier." "the [member travel_cost] multiplier."
msgstr "" msgstr ""
"[NavigationMesh] 的实例。[Navigation] 节点根据它的 [NavigationMesh] 资源来确" "[NavigationMesh] 的实例。[Navigation] 节点根据它的 [NavigationMesh] "
"定哪些可以进行导航、哪些不能。\n" "资源来确定哪些可以进行导航、哪些不能。\n"
"默认情况下,这个节点会在默认的 [World] 导航地图中进行注册。如果这个节点是 " "默认情况下,这个节点会在默认的 [World] 导航地图中进行注册。如果这个节点是 "
"[Navigation] 节点的子项,就会在该导航节点的导航地图中进行注册。\n" "[Navigation] 节点的子项,就会在该导航节点的导航地图中进行注册。\n"
"如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method " "如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method "
"NavigationServer.map_set_edge_connection_margin] 设置两个顶点连接两条边界所需" "NavigationServer.map_set_edge_connection_margin] "
"的最小距离。\n" "设置两个顶点连接两条边界所需的最小距离。\n"
"[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的" "[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的"
"边界。\n" "边界。\n"
"从另一个地区进入这个地图的消耗可以通过 [member enter_cost] 进行控制。\n" "从另一个地区进入这个地图的消耗可以通过 [member enter_cost] 进行控制。\n"
@ -46415,7 +46412,6 @@ msgid "A region of the 2D navigation map."
msgstr "2D 导航地图上的一个地区。" msgstr "2D 导航地图上的一个地区。"
#: doc/classes/NavigationPolygonInstance.xml #: doc/classes/NavigationPolygonInstance.xml
#, fuzzy
msgid "" msgid ""
"A region of the navigation map. It tells the [Navigation2DServer] what can " "A region of the navigation map. It tells the [Navigation2DServer] what can "
"be navigated and what cannot, based on its [NavigationPolygon] resource.\n" "be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
@ -46434,13 +46430,13 @@ msgid ""
"The pathfinding cost of traveling distances inside this region can be " "The pathfinding cost of traveling distances inside this region can be "
"controlled with the [member travel_cost] multiplier." "controlled with the [member travel_cost] multiplier."
msgstr "" msgstr ""
"导航地图上的地区。[Navigation2DServer] 根据它的 [NavigationPolygon] 资源来确" "导航地图上的地区。[Navigation2DServer] 根据它的 [NavigationPolygon] "
"定哪些可以进行导航、哪些不能。\n" "资源来确定哪些可以进行导航、哪些不能。\n"
"默认情况下,这个节点会在默认的 [World2D] 导航地图中进行注册。如果这个节点是 " "默认情况下,这个节点会在默认的 [World2D] 导航地图中进行注册。如果这个节点是 "
"[Navigation2D] 节点的子项,就会在该导航节点的导航地图中进行注册。\n" "[Navigation2D] 节点的子项,就会在该导航节点的导航地图中进行注册。\n"
"如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method " "如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method "
"Navigation2DServer.map_set_edge_connection_margin] 设置两个顶点连接两条边界所" "Navigation2DServer.map_set_edge_connection_margin] "
"需的最小距离。\n" "设置两个顶点连接两条边界所需的最小距离。\n"
"[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的" "[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的"
"边界。\n" "边界。\n"
"从另一个地区进入这个地图的寻路消耗可以通过 [member enter_cost] 进行控制。\n" "从另一个地区进入这个地图的寻路消耗可以通过 [member enter_cost] 进行控制。\n"
@ -46587,7 +46583,7 @@ msgstr "控制这个服务器是否激活。"
msgid "" msgid ""
"A [NetworkedMultiplayerPeer] implementation that can be controlled from a " "A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
"script." "script."
msgstr "" msgstr "对 [NetworkedMultiplayerPeer] 的一种实现,能够通过脚本控制。"
#: doc/classes/NetworkedMultiplayerCustom.xml #: doc/classes/NetworkedMultiplayerCustom.xml
msgid "" msgid ""
@ -46596,6 +46592,9 @@ msgid ""
"Its purpose is to allow adding a new backend for the high-Level multiplayer " "Its purpose is to allow adding a new backend for the high-Level multiplayer "
"API without needing to use GDNative." "API without needing to use GDNative."
msgstr "" msgstr ""
"对 [NetworkedMultiplayerPeer] 的一种实现,能够作为 [member MultiplayerAPI."
"network_peer] 使用并且通过脚本控制。\n"
"其目的是为高级多人 API 添加新的后端,不必使用 GDNative。"
#: doc/classes/NetworkedMultiplayerCustom.xml #: doc/classes/NetworkedMultiplayerCustom.xml
msgid "" msgid ""
@ -46604,24 +46603,26 @@ msgid ""
"(originating from the [signal packet_generated] signal on the sending peer), " "(originating from the [signal packet_generated] signal on the sending peer), "
"passing it to this method will deliver it locally." "passing it to this method will deliver it locally."
msgstr "" msgstr ""
"向本地 [MultiplayerAPI] 传递数据包。\n"
"当你的脚本通过网络收到其他对等体的数据包时(发送方发出 [signal "
"packet_generated] 信号),将其传递给这个方法会在本地进行传递。"
#: doc/classes/NetworkedMultiplayerCustom.xml #: doc/classes/NetworkedMultiplayerCustom.xml
msgid "" msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 " "Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
"and 2147483647)." "and 2147483647)."
msgstr "" msgstr "使用给定的 [code]peer_id[/code] 初始化该对等体(必须在 1 和 2147483647 "
"之间)。"
#: doc/classes/NetworkedMultiplayerCustom.xml #: doc/classes/NetworkedMultiplayerCustom.xml
#, fuzzy
msgid "" msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer." "Set the state of the connection. See [enum NetworkedMultiplayerPeer."
"ConnectionStatus]." "ConnectionStatus]."
msgstr "返回连接的当前状态。见 [enum ConnectionStatus]。" msgstr "设置连接的状态。见 [enum NetworkedMultiplayerPeer.ConnectionStatus]。"
#: doc/classes/NetworkedMultiplayerCustom.xml #: doc/classes/NetworkedMultiplayerCustom.xml
#, fuzzy
msgid "Set the max packet size that this peer can handle." msgid "Set the max packet size that this peer can handle."
msgstr "设置该实例使用的光照图。" msgstr "设置这个对等体所能够处理的最大数据包大小。"
#: doc/classes/NetworkedMultiplayerCustom.xml #: doc/classes/NetworkedMultiplayerCustom.xml
msgid "" msgid ""
@ -46630,6 +46631,9 @@ msgid ""
"the network (which should call [method deliver_packet] with the data when " "the network (which should call [method deliver_packet] with the data when "
"it's received)." "it's received)."
msgstr "" msgstr ""
"当本地 [MultiplayerAPI] 生成数据包时触发。\n"
"你的脚本应当获取这个数据包并将其通过网络发送给请求的对等体("
"对方收到该数据时应当调用 [method deliver_packet])。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid "" msgid ""
@ -50336,6 +50340,10 @@ msgid ""
"series don't support cubemap shadows and will fall back to dual paraboloid " "series don't support cubemap shadows and will fall back to dual paraboloid "
"shadows as a result." "shadows as a result."
msgstr "" msgstr ""
"为这个 [OmniLight] 使用的阴影渲染模式。见 [enum ShadowMode]。\n"
"[b]注意:[/b]在 GLES2 中,只有支持深度立方体贴图功能的 GPU 才支持 [constant "
"SHADOW_CUBE]。Radeon HD 4000 系列等较老的 GPU "
"不支持立方体贴图阴影,因此会回退到使用双抛物面阴影。"
#: doc/classes/OmniLight.xml #: doc/classes/OmniLight.xml
msgid "" msgid ""
@ -50345,14 +50353,13 @@ msgstr ""
"阴影被渲染到一个双抛物面纹理。比 [constant SHADOW_CUBE] 更快,但质量较差。" "阴影被渲染到一个双抛物面纹理。比 [constant SHADOW_CUBE] 更快,但质量较差。"
#: doc/classes/OmniLight.xml #: doc/classes/OmniLight.xml
#, fuzzy
msgid "" msgid ""
"Shadows are rendered to a cubemap. Slower than [constant " "Shadows are rendered to a cubemap. Slower than [constant "
"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that " "SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
"feature support for depth cubemaps." "feature support for depth cubemaps."
msgstr "" msgstr ""
"阴影被渲染一个立方体贴图。比 [constant SHADOW_DUAL_PARABOLOID] 慢,但质量更" "阴影被渲染一个立方体贴图。比 [constant SHADOW_DUAL_PARABOLOID] "
"高。" "慢,但质量更。仅在支持深度立方体贴图功能的 GPU 上支持。"
#: doc/classes/OmniLight.xml #: doc/classes/OmniLight.xml
msgid "Use more detail vertically when computing the shadow." msgid "Use more detail vertically when computing the shadow."
@ -72901,7 +72908,6 @@ msgid "The size of one pixel's width on the sprite to scale it in 3D."
msgstr "精灵上一个像素宽度的大小,以 3D 缩放。" msgstr "精灵上一个像素宽度的大小,以 3D 缩放。"
#: doc/classes/SpriteBase3D.xml #: doc/classes/SpriteBase3D.xml
#, fuzzy
msgid "" msgid ""
"Sets the render priority for the sprite. Higher priority objects will be " "Sets the render priority for the sprite. Higher priority objects will be "
"sorted in front of lower priority objects.\n" "sorted in front of lower priority objects.\n"
@ -72912,9 +72918,9 @@ msgid ""
"This is because opaque objects are not sorted, while transparent objects are " "This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)." "sorted from back to front (subject to priority)."
msgstr "" msgstr ""
"设置精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" "设置精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认" "[b]注意:[/b]仅在 [member alpha_cut] 为 [constant "
"值)时适用。\n" "ALPHA_CUT_DISABLED](默认值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" "[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" "方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
@ -76499,14 +76505,13 @@ msgid "Sets the text for a specific line."
msgstr "设置特定行的文本。" msgstr "设置特定行的文本。"
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
#, fuzzy
msgid "" msgid ""
"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/" "Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n" "code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]." "Bookmarks are shown in the [member breakpoint_gutter]."
msgstr "" msgstr ""
"如果 [code]bookmark[/code] 为 true则为行 [code]line[/code] 设置书签。如果 " "如果 [code]bookmark[/code] 为 [code]true[/code],则为行 [code]line[/code] "
"[code]bookmark[/code] 为 false则删除该书签。\n" "设置书签。如果 [code]bookmark[/code] 为 [code]false[/code],则删除该书签。\n"
"书签显示在 [member breakpoint_gutter] 中。" "书签显示在 [member breakpoint_gutter] 中。"
#: doc/classes/TextEdit.xml #: doc/classes/TextEdit.xml
@ -80906,14 +80911,12 @@ msgid ""
msgstr "返回使用 [method set_metadata] 为指定列设置的元数据。" msgstr "返回使用 [method set_metadata] 为指定列设置的元数据。"
#: doc/classes/TreeItem.xml #: doc/classes/TreeItem.xml
#, fuzzy
msgid "" msgid ""
"Returns the next sibling TreeItem in the tree or a null object if there is " "Returns the next sibling TreeItem in the tree or a null object if there is "
"none." "none."
msgstr "返回树中的下一个 TreeItem如果没有则返回一个空对象。" msgstr "返回树中的下一个兄弟 TreeItem如果没有则返回一个空对象。"
#: doc/classes/TreeItem.xml #: doc/classes/TreeItem.xml
#, fuzzy
msgid "" msgid ""
"Returns the next visible sibling TreeItem in the tree or a null object if " "Returns the next visible sibling TreeItem in the tree or a null object if "
"there is none.\n" "there is none.\n"
@ -80921,8 +80924,8 @@ msgid ""
"visible element in the tree when called on the last visible element, " "visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]." "otherwise it returns [code]null[/code]."
msgstr "" msgstr ""
"返回树中下一个可见的 TreeItem如果没有则返回空对象。\n" "返回树中下一个可见的兄弟 TreeItem如果没有则返回空对象。\n"
"如果 [code]wrap[/code] 被启用,当在最后一个可见元素上调用时,该方法将环绕到树" "如果启用了 [code]wrap[/code],当在最后一个可见元素上调用时,该方法将环绕到树"
"中的第一个可见元素,否则它将返回 [code]null[/code]。" "中的第一个可见元素,否则它将返回 [code]null[/code]。"
#: doc/classes/TreeItem.xml #: doc/classes/TreeItem.xml
@ -80930,14 +80933,12 @@ msgid "Returns the parent TreeItem or a null object if there is none."
msgstr "返回父级 TreeItem如果没有则返回一个空对象。" msgstr "返回父级 TreeItem如果没有则返回一个空对象。"
#: doc/classes/TreeItem.xml #: doc/classes/TreeItem.xml
#, fuzzy
msgid "" msgid ""
"Returns the previous sibling TreeItem in the tree or a null object if there " "Returns the previous sibling TreeItem in the tree or a null object if there "
"is none." "is none."
msgstr "返回树中的前一个 TreeItem如果没有则返回一个空对象。" msgstr "返回树中的前一个兄弟 TreeItem如果没有则返回一个空对象。"
#: doc/classes/TreeItem.xml #: doc/classes/TreeItem.xml
#, fuzzy
msgid "" msgid ""
"Returns the previous visible sibling TreeItem in the tree or a null object " "Returns the previous visible sibling TreeItem in the tree or a null object "
"if there is none.\n" "if there is none.\n"
@ -80945,8 +80946,8 @@ msgid ""
"visible element in the tree when called on the first visible element, " "visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]." "otherwise it returns [code]null[/code]."
msgstr "" msgstr ""
"返回树中前一个可见的 TreeItem如果没有则返回 null 对象。\n" "返回树中前一个可见的兄弟 TreeItem如果没有则返回 null 对象。\n"
"如果 [code]wrap[/code] 被启用,当在第一个可见元素上调用时,该方法将环绕到树中" "如果启用了 [code]wrap[/code],当在第一个可见元素上调用时,该方法将环绕到树中"
"最后一个可见元素,否则它将返回 [code]null[/code]。" "最后一个可见元素,否则它将返回 [code]null[/code]。"
#: doc/classes/TreeItem.xml #: doc/classes/TreeItem.xml
@ -89273,6 +89274,10 @@ msgid ""
"viewport_set_use_32_bpc_depth].\n" "viewport_set_use_32_bpc_depth].\n"
"[b]Note:[/b] Only available on the GLES3 backend." "[b]Note:[/b] Only available on the GLES3 backend."
msgstr "" msgstr ""
"如果为 "
"[code]true[/code]该视区会渲染至高动态范围HDR而不是标准动态范围SDR。"
"另请参阅 [method viewport_set_use_32_bpc_depth]。\n"
"[b]注意:[/b]仅在 GLES3 后端可用。"
#: doc/classes/VisualServer.xml #: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered." msgid "If [code]true[/code], the viewport's canvas is not rendered."
@ -89370,7 +89375,6 @@ msgid ""
msgstr "设置视窗的 2D/3D 模式。选项见 [enum ViewportUsage] 常量。" msgstr "设置视窗的 2D/3D 模式。选项见 [enum ViewportUsage] 常量。"
#: doc/classes/VisualServer.xml #: doc/classes/VisualServer.xml
#, fuzzy
msgid "" msgid ""
"If [code]true[/code], allocates the viewport's framebuffer with full " "If [code]true[/code], allocates the viewport's framebuffer with full "
"floating-point precision (32-bit) instead of half floating-point precision " "floating-point precision (32-bit) instead of half floating-point precision "
@ -89378,11 +89382,9 @@ msgid ""
"on the same [Viewport] to set HDR to [code]true[/code].\n" "on the same [Viewport] to set HDR to [code]true[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend." "[b]Note:[/b] Only available on the GLES3 backend."
msgstr "" msgstr ""
"如果为 [code]true[/code]分配该视窗的帧缓冲时将使用完整浮点数精度32 位)而" "如果为 [code]true[/code]分配该视区的帧缓冲时将使用完整浮点数精度32 "
"不是半浮点数精度16 位)。仅在同时启用 [member hdr] 时有效。\n" "位而不是半浮点数精度16 位)。只有在同一个 [Viewport] 上通过 [method "
"[b]注意:[/b]启用这个设置不会提升渲染质量。使用完整浮点数精度较慢,一般只有要" "viewport_set_use_32_bpc_depth] 将 HDR 设为 [code]true[/code] 时有效。\n"
"求更高精度的高级着色器需要使用。如果是要减少条带效应,请启用 [member "
"debanding]。\n"
"[b]注意:[/b]仅在 GLES3 后端中可用。" "[b]注意:[/b]仅在 GLES3 后端中可用。"
#: doc/classes/VisualServer.xml #: doc/classes/VisualServer.xml