i18n: Sync classref translations with Weblate

(cherry picked from commit c93ccb5d1d)
This commit is contained in:
Rémi Verschelde 2022-06-29 12:12:11 +02:00
parent 5235ce4379
commit 26dd4746a1
40 changed files with 16639 additions and 7881 deletions

View File

@ -545,7 +545,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1258,7 +1258,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28458,7 +28458,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31083,7 +31083,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34834,12 +34845,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
#: doc/classes/MeshInstance.xml
msgid ""
@ -34875,7 +34892,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35674,6 +35694,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35720,6 +35743,9 @@ msgstr "يُرجع جيب المَعلم."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35763,6 +35789,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35782,6 +35811,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35916,10 +35948,46 @@ msgstr "يُرجع القيمة المعاكسة للمَعلم."
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -36036,6 +36104,23 @@ msgstr "يُرجع جيب المَعلم."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "يُرجع جيب المَعلم."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36247,6 +36332,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36255,14 +36351,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36478,6 +36583,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36649,7 +36764,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38531,13 +38654,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38549,7 +38678,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38559,15 +38691,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40279,6 +40417,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45801,7 +45943,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49377,20 +49530,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49398,19 +49559,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49442,12 +49612,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54140,24 +54318,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54166,8 +54343,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54175,16 +54353,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54196,7 +54374,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54226,21 +54404,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54276,11 +54457,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54320,16 +54500,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54391,10 +54570,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54448,8 +54627,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54480,16 +54659,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54497,7 +54675,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58467,11 +58645,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63353,7 +63531,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -507,7 +507,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1214,7 +1214,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28377,7 +28377,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30999,7 +30999,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34746,11 +34757,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34787,7 +34803,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35579,6 +35598,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35624,6 +35646,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35667,6 +35692,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35686,6 +35714,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35814,10 +35845,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35928,6 +35995,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36133,6 +36217,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36141,14 +36236,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36361,6 +36465,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36531,7 +36645,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38406,13 +38528,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38424,7 +38552,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38434,15 +38565,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40149,6 +40286,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45649,7 +45790,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49222,20 +49374,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49243,19 +49403,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49287,12 +49456,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53983,24 +54160,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54009,8 +54185,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54018,16 +54195,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54039,7 +54216,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54069,21 +54246,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54119,11 +54299,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54163,16 +54342,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54234,10 +54412,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54291,8 +54469,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54323,16 +54501,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54340,7 +54517,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58308,11 +58485,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63183,7 +63360,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -387,7 +387,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1094,7 +1094,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28254,7 +28254,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30876,7 +30876,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34623,11 +34634,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34664,7 +34680,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35456,6 +35475,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35501,6 +35523,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35544,6 +35569,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35563,6 +35591,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35691,10 +35722,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35805,6 +35872,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36010,6 +36094,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36018,14 +36113,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36238,6 +36342,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36408,7 +36522,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38283,13 +38405,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38301,7 +38429,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38311,15 +38442,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40026,6 +40163,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45526,7 +45667,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49099,20 +49251,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49120,19 +49280,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49164,12 +49333,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53860,24 +54037,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53886,8 +54062,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53895,16 +54072,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53916,7 +54093,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53946,21 +54123,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -53996,11 +54176,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54040,16 +54219,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54111,10 +54289,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54168,8 +54346,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54200,16 +54378,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54217,7 +54394,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58185,11 +58362,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63060,7 +63237,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -542,7 +542,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1574,7 +1574,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28847,7 +28847,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31473,7 +31473,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -35229,12 +35240,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Vrátí zbytek po dělení dvou vektorů."
#: doc/classes/MeshInstance.xml
msgid ""
@ -35270,7 +35287,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -36070,6 +36090,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -36116,6 +36139,9 @@ msgstr "Vrátí sinus parametru."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -36159,6 +36185,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -36178,6 +36207,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -36313,10 +36345,46 @@ msgstr "Vrátí opačnou hodnotu parametru."
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -36433,6 +36501,23 @@ msgstr "Vrátí sinus parametru."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36646,6 +36731,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36654,14 +36750,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36880,6 +36985,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -37051,7 +37166,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38933,13 +39056,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38951,7 +39080,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38961,15 +39093,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40685,6 +40823,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -46218,7 +46360,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49795,20 +49948,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49816,19 +49977,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49860,12 +50030,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54566,24 +54744,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54592,8 +54769,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54601,16 +54779,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54622,7 +54800,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54652,21 +54830,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54702,11 +54883,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54746,16 +54926,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54817,10 +54996,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54874,8 +55053,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54906,16 +55085,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54923,7 +55101,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58901,11 +59079,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63819,7 +63997,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -47,12 +47,13 @@
# Andreas <self@andreasbresser.de>, 2022.
# Christian Packenius <christian@packenius.com>, 2022.
# Hannes Petersen <01zustrom.baklava@icloud.com>, 2022.
# Hans Peter <figefi6308@runqx.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-05-13 19:27+0000\n"
"Last-Translator: Hannes Petersen <01zustrom.baklava@icloud.com>\n"
"PO-Revision-Date: 2022-06-22 23:17+0000\n"
"Last-Translator: Hans Peter <figefi6308@runqx.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/de/>\n"
"Language: de\n"
@ -60,7 +61,7 @@ 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 4.13-dev\n"
"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -606,7 +607,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1774,7 +1775,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -30628,7 +30629,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -33267,7 +33268,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34560,6 +34572,8 @@ msgid ""
"Displays plain text in a line or wrapped inside a rectangle. For formatted "
"text, use [RichTextLabel]."
msgstr ""
"Zeigt einfachen Text in einer Zeile oder in einem Rechteck an. Verwenden Sie "
"für formatierten Text [RichTextLabel]."
#: doc/classes/Label.xml
msgid ""
@ -34576,6 +34590,19 @@ msgid ""
"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
"Label zeigt einfachen Text auf dem Bildschirm an. Sie können die horizontale "
"und vertikale Ausrichtung steuern und den Text innerhalb des "
"Begrenzungsrahmens des Nodes umbrechen. Fett, kursiv oder andere "
"Formatierungen werden nicht unterstützt. Verwenden Sie stattdessen "
"[RichTextLabel] für diesen Zweck.\n"
"[b]Hinweis:[/b] Im Gegensatz zu den meisten anderen [Steuerelementen] ist "
"Labels [member Control.mouse_filter] standardmäßig auf [constant Control."
"MOUSE_FILTER_IGNORE] eingestellt (d.h. es reagiert nicht auf Mauseingaben). "
"Das bedeutet, dass ein Label keinen konfigurierten [member Control."
"hint_tooltip] anzeigt, solange Sie seinen Mausfilter nicht ändern.\n"
"[b]Hinweis:[/b] Unicode-Zeichen nach [code]0xffff[/code] (wie die meisten "
"Emoji) werden [i]nicht[/i] von Windows unterstützt. Sie werden stattdessen "
"als unbekannte Zeichen angezeigt. Dies wird in Godot 4.0 behoben."
#: doc/classes/Label.xml
msgid "Returns the amount of lines of text the Label has."
@ -34602,6 +34629,9 @@ msgid ""
"Controls the text's horizontal align. Supports left, center, right, and "
"fill, or justify. Set it to one of the [enum Align] constants."
msgstr ""
"Steuert die horizontale Ausrichtung des Textes. Unterstützt links, "
"zentriert, rechts und füllen oder ausrichten. Setzen Sie ihn auf eine der "
"[enum Align] Konstanten."
#: doc/classes/Label.xml
msgid ""
@ -34609,12 +34639,19 @@ msgid ""
"If you resize the node, it will change its height automatically to show all "
"the text."
msgstr ""
"Wenn [code]An[/code], wird der Text innerhalb des Begrenzungsrechtecks des "
"Nodes angepasst (Es wird automatisch eine neue Zeile angefangen, wenn der "
"Text nicht in eine Zeile passt). Sollte der Text nicht in das "
"Begrenzungsrechtecks des Nodes passen, wird das Begrenzungsrechteck "
"automatisch in der Höhe angepasst."
#: doc/classes/Label.xml
msgid ""
"If [code]true[/code], the Label only shows the text that fits inside its "
"bounding rectangle and will clip text horizontally."
msgstr ""
"Wenn [code]An[/code], zeigt das Label nur den Text, der in sein "
"Begrenzungsrechteck passt an und schneidet den restlichen Text ab."
#: doc/classes/Label.xml
msgid ""
@ -34624,7 +34661,7 @@ msgstr ""
#: doc/classes/Label.xml
msgid "Limits the lines of text the node shows on screen."
msgstr ""
msgstr "Begrenzt die Textzeilen, die das Node auf dem Bildschirm anzeigt."
#: doc/classes/Label.xml
msgid ""
@ -34632,24 +34669,32 @@ msgid ""
"code] to 0.5, only up to half of the text's characters will display on "
"screen. Useful to animate the text in a dialog box."
msgstr ""
"Begrenzt die Anzahl der sichtbaren Zeichen. Wenn Sie [code]percent_visible[/"
"code] auf 0,5 setzen, wird nur der halbe Text auf dem Bildschirm angezeigt. "
"Nützlich, um den Text in einem Dialogfeld zu animieren."
#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
msgstr "Der Text, der auf dem Bildschirm angezeigt werden soll."
#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
"Wenn [code]An[/code] , wird der gesamte Text in GROSSBUCHSTABEN angezeigt."
#: doc/classes/Label.xml
msgid ""
"Controls the text's vertical align. Supports top, center, bottom, and fill. "
"Set it to one of the [enum VAlign] constants."
msgstr ""
"Steuert die vertikale Ausrichtung des Textes. Unterstützt oben, mitte, unten "
"und füllen. Setzen Sie ihn auf eine der [enum VAlign] Konstanten."
#: doc/classes/Label.xml
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
"Begrenzt die Anzahl der anzuzeigenden Zeichen. Zum Deaktivieren auf -1 "
"setzen."
#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
@ -37043,12 +37088,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Gibt die Anzahl der Punkte auf der Blend-Achse zurück."
#: doc/classes/MeshInstance.xml
msgid ""
@ -37084,7 +37135,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -37884,6 +37938,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -37930,6 +37987,9 @@ msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -37974,6 +38034,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -37993,6 +38056,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -38136,10 +38202,46 @@ msgstr "Legt den aktuell sichtbaren Rahmen der Textur fest."
msgid "Destroys the given RID."
msgstr "Gibt den gegebenen Übergang zurück."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -38263,6 +38365,23 @@ msgstr "Gibt die Anzahl der Verbindungen im Graphen zurück."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Logischer ODER-Operator ([code]oder[/code] oder [code]||[/code])."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -38482,6 +38601,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -38490,15 +38620,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid "The radius of the agent."
msgstr "Der Name des Audiobusses des Bereichs."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -38718,6 +38856,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@ -38895,7 +39043,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -40787,13 +40943,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -40805,7 +40967,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -40815,15 +40980,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -42542,6 +42713,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -48152,7 +48327,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -51747,20 +51933,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51768,19 +51962,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51812,12 +52015,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -56573,24 +56784,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -56599,8 +56809,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -56608,16 +56819,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -56629,7 +56840,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56659,21 +56870,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -56709,11 +56923,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56753,16 +56966,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56824,10 +57036,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -56881,8 +57093,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -56913,16 +57125,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -56930,7 +57141,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -60960,11 +61171,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -65929,7 +66140,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -402,7 +402,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1109,7 +1109,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28303,7 +28303,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30928,7 +30928,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34679,12 +34690,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
#: doc/classes/MeshInstance.xml
msgid ""
@ -34720,7 +34737,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35513,6 +35533,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35559,6 +35582,9 @@ msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35602,6 +35628,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35621,6 +35650,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35755,10 +35787,46 @@ msgstr "Επιστρέφει την αντίθετη τιμή της παραμ
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35875,6 +35943,23 @@ msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36086,6 +36171,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36094,14 +36190,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36317,6 +36422,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36488,7 +36603,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38370,13 +38493,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38388,7 +38517,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38398,15 +38530,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40118,6 +40256,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45627,7 +45769,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49203,20 +49356,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49224,19 +49385,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49268,12 +49438,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53966,24 +54144,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53992,8 +54169,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54001,16 +54179,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54022,7 +54200,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54052,21 +54230,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54102,11 +54283,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54146,16 +54326,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54217,10 +54396,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54274,8 +54453,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54306,16 +54485,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54323,7 +54501,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58293,11 +58471,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63179,7 +63357,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -599,7 +599,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1749,7 +1749,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -37418,7 +37418,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -40959,7 +40959,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
"Este control proporciona una lista seleccionable de elementos que pueden "
"estar en una sola (o varias columnas) con opción de texto, iconos o ambos. "
@ -45877,14 +45888,17 @@ msgstr ""
"material de anulación."
#: doc/classes/MeshInstance.xml
#, fuzzy
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
"Devuelve el [Material] sobreescrito para la superficie especificada del "
"recurso [Mesh]."
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Devuelve el número de materiales de la superficie."
#: doc/classes/MeshInstance.xml
@ -45921,11 +45935,11 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
#, fuzzy
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
"Devuelve el [Material] sobreescrito para la superficie especificada del "
"recurso [Mesh]."
#: doc/classes/MeshInstance.xml
msgid "The [Mesh] resource for the instance."
@ -46972,6 +46986,9 @@ msgstr "Nodo de navegación y busqueda de caminos basado en una malla."
#: doc/classes/Navigation.xml
#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -47030,6 +47047,9 @@ msgstr "Devuelve el [RID] de la forma enésima de un área."
#: doc/classes/Navigation.xml
#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -47082,6 +47102,9 @@ msgstr "Navegación 2D y nodo de búsqueda de caminos."
#: doc/classes/Navigation2D.xml
#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -47105,6 +47128,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -47251,11 +47277,47 @@ msgstr "Devuelve la tiempo actual del tween."
msgid "Destroys the given RID."
msgstr "Quita la identificación del tile dado."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Create a new map."
msgstr "Crea un [Area2D]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -47386,6 +47448,23 @@ msgstr "Devuelve la malla de navegación del objeto."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -47609,6 +47688,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr "La instancia no tiene un tipo."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -47617,15 +47707,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid "The radius of the agent."
msgstr "El radio del cilindro."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -47861,6 +47959,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@ -48045,7 +48153,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -50740,13 +50856,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -50758,28 +50880,39 @@ msgid "Emitted when the node is renamed."
msgstr "Emitido cuando el nodo es renombrado."
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgstr "Emitido cuando el nodo entra en el árbol."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
msgstr "Emitido después de que el nodo sale del árbol y ya no está activo."
#: doc/classes/Node.xml
#, fuzzy
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
"Emitido cuando el nodo está todavía activo pero a punto de salir del árbol. "
"Este es el lugar adecuado para la des-inicialización (o un \"destructor\", "
"si se quiere)."
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgstr "Notificación recibida cuando el nodo entra en un [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
#, fuzzy
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
"Notificación recibida cuando el nodo está a punto de salir de un [SceneTree]."
@ -53118,6 +53251,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
"Devuelve los argumentos de la línea de mando pasados al motor.\n"
@ -60447,10 +60584,19 @@ msgstr "El PopupMenu muestra una lista de opciones."
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
"[PopupMenu] es un [Control] que muestra una lista de opciones. Son populares "
"en las barras de herramientas o en los menús contextuales."
#: doc/classes/PopupMenu.xml
msgid ""
@ -64918,20 +65064,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -64939,19 +65093,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -64983,12 +65146,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -71099,24 +71270,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -71125,8 +71295,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -71134,16 +71305,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -71155,7 +71326,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -71185,21 +71356,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -71235,11 +71409,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -71279,16 +71452,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -71350,10 +71522,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -71407,8 +71579,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -71439,16 +71611,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -71456,7 +71627,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -76497,11 +76668,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
"Devuelve [code]true[/code] si esta string es un identificador válido. Un "
@ -82666,6 +82837,7 @@ msgid "Control to show a tree of items."
msgstr "Control para mostrar un árbol de objetos."
#: doc/classes/Tree.xml
#, fuzzy
msgid ""
"This shows a tree of items that can be selected, expanded and collapsed. The "
"tree can have multiple columns with custom controls like text editing, "
@ -82687,7 +82859,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
"Esto muestra un árbol de objetos que pueden ser seleccionados, expandidos y "
"colapsados. El árbol puede tener múltiples columnas con controles "

View File

@ -15,12 +15,13 @@
# ahmad maftoon <ahmadmaftoon.1387@gmail.com>, 2021.
# Seyed Fazel Alavi <fazel8195@gmail.com>, 2022.
# Giga hertz <gigahertzyt@gmail.com>, 2022.
# ilia khormali <iliakhormaly1384@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-04-03 08:11+0000\n"
"Last-Translator: Giga hertz <gigahertzyt@gmail.com>\n"
"PO-Revision-Date: 2022-06-21 15:55+0000\n"
"Last-Translator: ilia khormali <iliakhormaly1384@gmail.com>\n"
"Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fa/>\n"
"Language: fa\n"
@ -28,7 +29,7 @@ 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 4.12-dev\n"
"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -106,6 +107,7 @@ msgstr ""
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
"این روش معمولا نیازمند است توسط خود فرد نوشته شود تا بتواند تاثییری بگذارد."
#: doc/tools/make_rst.py
msgid ""
@ -548,7 +550,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1527,7 +1529,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28696,7 +28698,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31318,7 +31320,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -35065,11 +35078,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35106,7 +35124,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35904,6 +35925,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35949,6 +35973,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35992,6 +36019,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -36011,6 +36041,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -36139,10 +36172,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -36253,6 +36322,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36458,6 +36544,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36466,14 +36563,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36686,6 +36792,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36856,7 +36972,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38731,13 +38855,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38749,7 +38879,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38759,15 +38892,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40474,6 +40613,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45986,7 +46129,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49559,20 +49713,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49580,19 +49742,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49624,12 +49795,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54324,24 +54503,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54350,8 +54528,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54359,16 +54538,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54380,7 +54559,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54410,21 +54589,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54460,11 +54642,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54504,16 +54685,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54575,10 +54755,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54632,8 +54812,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54664,16 +54844,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54681,7 +54860,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58649,11 +58828,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63524,7 +63703,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -469,7 +469,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1176,7 +1176,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28386,7 +28386,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31011,7 +31011,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34763,12 +34774,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Palauttaa kahden vektorin jäännöksen."
#: doc/classes/MeshInstance.xml
msgid ""
@ -34804,7 +34821,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35597,6 +35617,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35643,6 +35666,9 @@ msgstr "Palauttaa parametrin sinin."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35686,6 +35712,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35705,6 +35734,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35839,10 +35871,46 @@ msgstr "Palauttaa parametrin vasta-arvon."
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35959,6 +36027,23 @@ msgstr "Palauttaa parametrin sinin."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36171,6 +36256,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36179,14 +36275,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36402,6 +36507,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36573,7 +36688,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38455,13 +38578,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38473,7 +38602,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38483,15 +38615,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40203,6 +40341,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45712,7 +45854,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49288,20 +49441,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49309,19 +49470,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49353,12 +49523,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54051,24 +54229,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54077,8 +54254,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54086,16 +54264,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54107,7 +54285,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54137,21 +54315,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54187,11 +54368,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54231,16 +54411,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54302,10 +54481,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54359,8 +54538,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54391,16 +54570,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54408,7 +54586,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58380,11 +58558,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63269,7 +63447,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -403,7 +403,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1110,7 +1110,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28273,7 +28273,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30895,7 +30895,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34642,11 +34653,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34683,7 +34699,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35475,6 +35494,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35520,6 +35542,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35563,6 +35588,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35582,6 +35610,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35710,10 +35741,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35824,6 +35891,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36029,6 +36113,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36037,14 +36132,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36257,6 +36361,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36427,7 +36541,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38302,13 +38424,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38320,7 +38448,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38330,15 +38461,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40045,6 +40182,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45545,7 +45686,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49118,20 +49270,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49139,19 +49299,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49183,12 +49352,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53879,24 +54056,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53905,8 +54081,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53914,16 +54091,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53935,7 +54112,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53965,21 +54142,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54015,11 +54195,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54059,16 +54238,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54130,10 +54308,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54187,8 +54365,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54219,16 +54397,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54236,7 +54413,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58204,11 +58381,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63079,7 +63256,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

File diff suppressed because it is too large Load Diff

View File

@ -395,7 +395,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1102,7 +1102,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28262,7 +28262,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30884,7 +30884,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34631,11 +34642,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34672,7 +34688,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35464,6 +35483,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35509,6 +35531,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35552,6 +35577,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35571,6 +35599,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35699,10 +35730,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35813,6 +35880,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36018,6 +36102,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36026,14 +36121,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36246,6 +36350,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36416,7 +36530,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38291,13 +38413,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38309,7 +38437,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38319,15 +38450,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40034,6 +40171,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45534,7 +45675,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49107,20 +49259,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49128,19 +49288,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49172,12 +49341,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53868,24 +54045,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53894,8 +54070,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53903,16 +54080,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53924,7 +54101,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53954,21 +54131,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54004,11 +54184,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54048,16 +54227,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54119,10 +54297,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54176,8 +54354,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54208,16 +54386,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54225,7 +54402,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58193,11 +58370,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63068,7 +63245,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -394,7 +394,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1101,7 +1101,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28261,7 +28261,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30883,7 +30883,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34630,11 +34641,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34671,7 +34687,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35463,6 +35482,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35508,6 +35530,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35551,6 +35576,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35570,6 +35598,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35698,10 +35729,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35812,6 +35879,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36017,6 +36101,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36025,14 +36120,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36245,6 +36349,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36415,7 +36529,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38290,13 +38412,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38308,7 +38436,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38318,15 +38449,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40033,6 +40170,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45533,7 +45674,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49106,20 +49258,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49127,19 +49287,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49171,12 +49340,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53867,24 +54044,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53893,8 +54069,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53902,16 +54079,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53923,7 +54100,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53953,21 +54130,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54003,11 +54183,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54047,16 +54226,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54118,10 +54296,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54175,8 +54353,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54207,16 +54385,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54224,7 +54401,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58192,11 +58369,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63067,7 +63244,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -413,7 +413,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1120,7 +1120,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28280,7 +28280,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30902,7 +30902,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34649,11 +34660,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34690,7 +34706,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35482,6 +35501,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35527,6 +35549,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35570,6 +35595,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35589,6 +35617,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35717,10 +35748,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35831,6 +35898,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36036,6 +36120,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36044,14 +36139,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36264,6 +36368,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36434,7 +36548,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38309,13 +38431,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38327,7 +38455,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38337,15 +38468,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40052,6 +40189,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45552,7 +45693,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49125,20 +49277,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49146,19 +49306,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49190,12 +49359,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53886,24 +54063,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53912,8 +54088,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53921,16 +54098,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53942,7 +54119,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53972,21 +54149,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54022,11 +54202,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54066,16 +54245,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54137,10 +54315,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54194,8 +54372,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54226,16 +54404,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54243,7 +54420,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58211,11 +58388,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63086,7 +63263,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -558,7 +558,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1505,7 +1505,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28686,7 +28686,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31308,7 +31308,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -35055,12 +35066,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/MeshInstance.xml
msgid ""
@ -35096,7 +35113,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35894,6 +35914,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35940,6 +35963,9 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35983,6 +36009,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -36002,6 +36031,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -36133,10 +36165,46 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -36251,6 +36319,23 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36461,6 +36546,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36469,14 +36565,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36690,6 +36795,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36860,7 +36975,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38737,13 +38860,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38755,7 +38884,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38765,15 +38897,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40482,6 +40620,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45998,7 +46140,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49573,20 +49726,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49594,19 +49755,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49638,12 +49808,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54335,24 +54513,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54361,8 +54538,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54370,16 +54548,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54391,7 +54569,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54421,21 +54599,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54471,11 +54652,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54515,16 +54695,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54586,10 +54765,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54643,8 +54822,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54675,16 +54854,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54692,7 +54870,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58662,11 +58840,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63541,7 +63719,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -394,7 +394,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1101,7 +1101,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28261,7 +28261,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30883,7 +30883,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34630,11 +34641,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34671,7 +34687,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35463,6 +35482,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35508,6 +35530,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35551,6 +35576,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35570,6 +35598,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35698,10 +35729,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35812,6 +35879,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36017,6 +36101,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36025,14 +36120,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36245,6 +36349,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36415,7 +36529,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38290,13 +38412,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38308,7 +38436,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38318,15 +38449,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40033,6 +40170,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45533,7 +45674,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49106,20 +49258,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49127,19 +49287,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49171,12 +49340,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53867,24 +54044,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53893,8 +54069,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53902,16 +54079,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53923,7 +54100,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53953,21 +54130,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54003,11 +54183,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54047,16 +54226,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54118,10 +54296,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54175,8 +54353,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54207,16 +54385,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54224,7 +54401,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58192,11 +58369,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63067,7 +63244,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -589,7 +589,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1743,7 +1743,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -29446,7 +29446,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -32078,7 +32078,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -35845,12 +35856,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Restituisce il resto dei due vettori."
#: doc/classes/MeshInstance.xml
msgid ""
@ -35886,7 +35903,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -36686,6 +36706,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -36732,6 +36755,9 @@ msgstr "Restituisce il seno del parametro."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -36775,6 +36801,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -36794,6 +36823,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -36929,10 +36961,46 @@ msgstr "Restituisce il valore opposto del parametro."
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -37050,6 +37118,23 @@ msgstr "Restituisce il seno del parametro."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -37265,6 +37350,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -37273,14 +37369,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -37499,6 +37604,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@ -37673,7 +37788,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -39558,13 +39681,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -39576,7 +39705,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -39586,15 +39718,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -41314,6 +41452,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -46855,7 +46997,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -50432,20 +50585,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -50453,19 +50614,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -50497,12 +50667,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -55204,24 +55382,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -55230,8 +55407,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -55239,16 +55417,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -55260,7 +55438,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55290,21 +55468,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -55340,11 +55521,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55384,16 +55564,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55455,10 +55634,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -55512,8 +55691,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -55544,16 +55723,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -55561,7 +55739,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -59541,11 +59719,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -64467,7 +64645,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -561,7 +561,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1693,7 +1693,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -31499,7 +31499,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -34141,7 +34141,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -37961,12 +37972,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "BitmapFontのアトラスに含まれるテクスチャ数を返します。"
#: doc/classes/MeshInstance.xml
msgid ""
@ -38002,7 +38019,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -38809,6 +38829,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -38855,6 +38878,9 @@ msgstr "アニメーションのトラック数を返します。"
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -38899,6 +38925,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -38918,6 +38947,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -39060,10 +39092,46 @@ msgstr "テクスチャの現在表示されているフレームを設定しま
msgid "Destroys the given RID."
msgstr "指定された遷移を返します。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -39185,6 +39253,23 @@ msgstr "グラフ内の接続数を返します。"
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "論理OR演算子 ([code]or[/code] または [code]||[/code])。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -39405,6 +39490,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -39413,15 +39509,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid "The radius of the agent."
msgstr "円柱の半径。"
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -39641,6 +39745,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@ -39818,7 +39932,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -41710,13 +41832,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -41728,7 +41856,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -41738,15 +41869,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -43470,6 +43607,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -49041,7 +49182,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -52642,20 +52794,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -52663,19 +52823,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -52707,12 +52876,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -57454,24 +57631,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -57480,8 +57656,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -57489,16 +57666,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -57510,7 +57687,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -57540,21 +57717,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -57590,11 +57770,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -57634,16 +57813,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -57705,10 +57883,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -57762,8 +57940,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -57794,16 +57972,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -57811,7 +57988,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -62090,11 +62267,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -67056,7 +67233,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -535,7 +535,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1266,7 +1266,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28563,7 +28563,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31194,7 +31194,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34946,12 +34957,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/MeshInstance.xml
msgid ""
@ -34987,7 +35004,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35786,6 +35806,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35832,6 +35855,9 @@ msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35875,6 +35901,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35894,6 +35923,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -36028,10 +36060,46 @@ msgstr "매개변수의 반대 값을 반환합니다."
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -36148,6 +36216,23 @@ msgstr "매개변수의 사인 값을 반환합니다."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36359,6 +36444,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36367,14 +36463,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36590,6 +36695,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36761,7 +36876,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38768,13 +38891,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38786,7 +38915,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38796,15 +38928,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40517,6 +40655,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -46038,7 +46180,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49614,20 +49767,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49635,19 +49796,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49679,12 +49849,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54377,24 +54555,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54403,8 +54580,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54412,16 +54590,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54433,7 +54611,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54463,21 +54641,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54513,11 +54694,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54557,16 +54737,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54628,10 +54807,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54685,8 +54864,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54717,16 +54896,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54734,7 +54912,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58704,11 +58882,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63590,7 +63768,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -404,7 +404,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1111,7 +1111,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28271,7 +28271,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30893,7 +30893,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34640,11 +34651,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34681,7 +34697,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35473,6 +35492,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35518,6 +35540,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35561,6 +35586,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35580,6 +35608,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35708,10 +35739,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35822,6 +35889,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36027,6 +36111,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36035,14 +36130,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36255,6 +36359,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36425,7 +36539,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38300,13 +38422,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38318,7 +38446,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38328,15 +38459,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40043,6 +40180,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45543,7 +45684,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49116,20 +49268,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49137,19 +49297,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49181,12 +49350,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53877,24 +54054,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53903,8 +54079,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53912,16 +54089,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53933,7 +54110,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53963,21 +54140,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54013,11 +54193,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54057,16 +54236,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54128,10 +54306,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54185,8 +54363,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54217,16 +54395,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54234,7 +54411,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58202,11 +58379,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63077,7 +63254,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -409,7 +409,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1116,7 +1116,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28279,7 +28279,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30901,7 +30901,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34648,11 +34659,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34689,7 +34705,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35481,6 +35500,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35526,6 +35548,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35569,6 +35594,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35588,6 +35616,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35716,10 +35747,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35830,6 +35897,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36035,6 +36119,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36043,14 +36138,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36263,6 +36367,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36433,7 +36547,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38308,13 +38430,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38326,7 +38454,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38336,15 +38467,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40051,6 +40188,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45551,7 +45692,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49124,20 +49276,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49145,19 +49305,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49189,12 +49358,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53885,24 +54062,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53911,8 +54087,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53920,16 +54097,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53941,7 +54118,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53971,21 +54148,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54021,11 +54201,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54065,16 +54244,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54136,10 +54314,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54193,8 +54371,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54225,16 +54403,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54242,7 +54419,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58210,11 +58387,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63085,7 +63262,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -392,7 +392,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1099,7 +1099,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28259,7 +28259,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30881,7 +30881,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34628,11 +34639,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34669,7 +34685,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35461,6 +35480,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35506,6 +35528,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35549,6 +35574,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35568,6 +35596,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35696,10 +35727,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35810,6 +35877,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36015,6 +36099,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36023,14 +36118,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36243,6 +36347,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36413,7 +36527,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38288,13 +38410,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38306,7 +38434,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38316,15 +38447,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40031,6 +40168,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45531,7 +45672,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49104,20 +49256,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49125,19 +49285,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49169,12 +49338,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53865,24 +54042,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53891,8 +54067,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53900,16 +54077,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53921,7 +54098,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53951,21 +54128,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54001,11 +54181,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54045,16 +54224,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54116,10 +54294,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54173,8 +54351,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54205,16 +54383,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54222,7 +54399,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58190,11 +58367,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63065,7 +63242,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -404,7 +404,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1111,7 +1111,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28271,7 +28271,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30893,7 +30893,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34640,11 +34651,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34681,7 +34697,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35473,6 +35492,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35518,6 +35540,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35561,6 +35586,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35580,6 +35608,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35708,10 +35739,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35822,6 +35889,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36027,6 +36111,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36035,14 +36130,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36255,6 +36359,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36425,7 +36539,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38300,13 +38422,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38318,7 +38446,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38328,15 +38459,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40043,6 +40180,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45543,7 +45684,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49116,20 +49268,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49137,19 +49297,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49181,12 +49350,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53877,24 +54054,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53903,8 +54079,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53912,16 +54089,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53933,7 +54110,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53963,21 +54140,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54013,11 +54193,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54057,16 +54236,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54128,10 +54306,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54185,8 +54363,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54217,16 +54395,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54234,7 +54411,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58202,11 +58379,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63077,7 +63254,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -392,7 +392,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1099,7 +1099,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28259,7 +28259,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30881,7 +30881,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34628,11 +34639,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34669,7 +34685,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35461,6 +35480,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35506,6 +35528,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35549,6 +35574,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35568,6 +35596,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35696,10 +35727,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35810,6 +35877,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36015,6 +36099,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36023,14 +36118,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36243,6 +36347,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36413,7 +36527,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38288,13 +38410,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38306,7 +38434,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38316,15 +38447,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40031,6 +40168,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45531,7 +45672,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49104,20 +49256,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49125,19 +49285,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49169,12 +49338,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53865,24 +54042,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53891,8 +54067,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53900,16 +54077,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53921,7 +54098,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53951,21 +54128,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54001,11 +54181,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54045,16 +54224,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54116,10 +54294,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54173,8 +54351,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54205,16 +54383,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54222,7 +54399,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58190,11 +58367,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63065,7 +63242,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -453,7 +453,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1160,7 +1160,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28331,7 +28331,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30953,7 +30953,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34700,11 +34711,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34741,7 +34757,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35533,6 +35552,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35578,6 +35600,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35621,6 +35646,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35640,6 +35668,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35768,10 +35799,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35882,6 +35949,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36087,6 +36171,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36095,14 +36190,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36315,6 +36419,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36485,7 +36599,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38360,13 +38482,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38378,7 +38506,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38388,15 +38519,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40103,6 +40240,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45603,7 +45744,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49176,20 +49328,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49197,19 +49357,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49241,12 +49410,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53938,24 +54115,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53964,8 +54140,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53973,16 +54150,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53994,7 +54171,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54024,21 +54201,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54074,11 +54254,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54118,16 +54297,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54189,10 +54367,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54246,8 +54424,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54278,16 +54456,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54295,7 +54472,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58263,11 +58440,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63138,7 +63315,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -574,7 +574,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1565,7 +1565,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28837,7 +28837,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31466,7 +31466,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -35240,12 +35251,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Zwraca resztę z dwóch wektorów."
#: doc/classes/MeshInstance.xml
msgid ""
@ -35281,7 +35298,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -36081,6 +36101,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -36127,6 +36150,9 @@ msgstr "Zwraca sinus parametru."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -36170,6 +36196,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -36189,6 +36218,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -36326,10 +36358,46 @@ msgstr "Zwraca przeciwieństwo parametru."
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -36448,6 +36516,23 @@ msgstr "Zwraca sinus parametru."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Operator logiczny OR ([code]or[/code] or [code]||[/code])."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36666,6 +36751,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36674,14 +36770,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36897,6 +37002,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@ -37071,7 +37186,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38955,13 +39078,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38973,7 +39102,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38983,15 +39115,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40706,6 +40844,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -46246,7 +46388,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49822,20 +49975,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49843,19 +50004,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49887,12 +50057,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54596,24 +54774,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54622,8 +54799,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54631,16 +54809,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54652,7 +54830,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54682,21 +54860,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54732,11 +54913,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54776,16 +54956,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54847,10 +55026,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54904,8 +55083,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54936,16 +55115,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54953,7 +55131,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58927,11 +59105,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63826,7 +64004,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -534,6 +534,7 @@ msgstr ""
"inst2dict]), de volta numa instância. Útil para desserialização."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@ -548,7 +549,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1686,7 +1687,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -29145,7 +29146,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31771,7 +31772,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -35532,12 +35544,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Retorna o seno do parâmetro."
#: doc/classes/MeshInstance.xml
msgid ""
@ -35573,7 +35591,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -36365,6 +36386,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -36411,6 +36435,9 @@ msgstr "Retorna o RID do ecrã usada por essa camada."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -36454,6 +36481,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -36473,6 +36503,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -36609,10 +36642,46 @@ msgstr "Retorna a raiz quadrada do parâmetro."
msgid "Destroys the given RID."
msgstr "Retorna o [RID] do objeto."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -36729,6 +36798,23 @@ msgstr "Retorna a rotação (em radianos)."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36942,6 +37028,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36950,15 +37047,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid "The radius of the agent."
msgstr "A cor do texto."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -37173,6 +37278,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -37343,7 +37458,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -39227,13 +39350,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -39245,8 +39374,11 @@ msgid "Emitted when the node is renamed."
msgstr "Emitido quando o nó é renomeado."
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgstr "Emitido quando o nó entra na árvore."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
@ -39255,15 +39387,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40972,6 +41110,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -46475,7 +46617,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -50052,20 +50205,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -50073,19 +50234,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -50117,12 +50287,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54816,24 +54994,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54842,8 +55019,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54851,16 +55029,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54872,7 +55050,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54902,21 +55080,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54952,11 +55133,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54996,16 +55176,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55067,10 +55246,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -55124,8 +55303,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -55156,16 +55335,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -55173,7 +55351,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -59163,11 +59341,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -64049,7 +64227,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -584,6 +584,7 @@ msgstr ""
"inst2dict]), de volta em uma instância. Útil para desserialização."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@ -598,7 +599,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1717,6 +1718,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns the result of smoothly interpolating the value of [code]s[/code] "
"between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
@ -1737,7 +1739,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -29478,7 +29480,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -32113,7 +32115,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -35883,12 +35896,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Retorna o número de nós nesta [SceneTree]."
#: doc/classes/MeshInstance.xml
msgid ""
@ -35924,7 +35943,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -36724,6 +36746,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -36770,6 +36795,9 @@ msgstr "Retorna o número de nós nesta [SceneTree]."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -36813,6 +36841,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -36832,6 +36863,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -36969,10 +37003,46 @@ msgstr "Retorna o valor oposto do parâmetro."
msgid "Destroys the given RID."
msgstr "Retorna o [RID] do objeto."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -37091,6 +37161,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
"Retorna a [Cor] em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -37306,6 +37393,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -37314,15 +37412,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid "The radius of the agent."
msgstr "A cor do texto."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -37540,6 +37646,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@ -37714,7 +37830,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -39600,13 +39724,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -39618,8 +39748,11 @@ msgid "Emitted when the node is renamed."
msgstr "Emitido quando o nó é renomeado."
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgstr "Emitido quando o nó entra na árvore."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
@ -39628,15 +39761,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -41349,6 +41488,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -46893,7 +47036,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -50473,20 +50627,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -50494,19 +50656,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -50538,12 +50709,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -55247,24 +55426,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -55273,8 +55451,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -55282,16 +55461,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -55303,7 +55482,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55333,21 +55512,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -55383,11 +55565,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55427,16 +55608,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55498,10 +55678,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -55555,8 +55735,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -55587,16 +55767,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -55604,7 +55783,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -59599,11 +59778,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -64511,7 +64690,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -420,7 +420,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1127,7 +1127,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28294,7 +28294,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30916,7 +30916,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34663,11 +34674,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34704,7 +34720,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35496,6 +35515,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35541,6 +35563,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35584,6 +35609,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35603,6 +35631,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35731,10 +35762,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35845,6 +35912,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36050,6 +36134,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36058,14 +36153,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36278,6 +36382,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36448,7 +36562,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38324,13 +38446,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38342,7 +38470,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38352,15 +38483,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40067,6 +40204,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45567,7 +45708,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49140,20 +49292,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49161,19 +49321,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49205,12 +49374,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53901,24 +54078,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53927,8 +54103,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53936,16 +54113,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53957,7 +54134,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53987,21 +54164,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54037,11 +54217,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54081,16 +54260,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54152,10 +54330,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54209,8 +54387,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54241,16 +54419,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54258,7 +54435,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58226,11 +58403,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63101,7 +63278,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -592,6 +592,7 @@ msgstr ""
"экземпляр объекта. Полезно для десериализации."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@ -606,7 +607,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1772,7 +1773,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -30121,7 +30122,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -32749,7 +32750,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -36540,12 +36552,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Возвращает число элементов в массиве."
#: doc/classes/MeshInstance.xml
msgid ""
@ -36581,7 +36599,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -37381,6 +37402,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -37427,6 +37451,9 @@ msgstr "Возвращает количество дорожек в анимац
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -37470,6 +37497,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -37489,6 +37519,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -37625,10 +37658,46 @@ msgstr "Устанавливает текущий видимый кадр тек
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -37751,6 +37820,23 @@ msgstr "Возвращает число элементов в массиве."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Логический оператор ИЛИ ([code]or[/code] или [code]||[/code])."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -37966,6 +38052,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -37974,15 +38071,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid "The radius of the agent."
msgstr "Цвет эффекта отражения."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -38201,6 +38306,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@ -38375,7 +38490,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -40343,13 +40466,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -40361,7 +40490,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -40371,15 +40503,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -42104,6 +42242,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -47667,7 +47809,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -51265,20 +51418,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51286,19 +51447,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51330,12 +51500,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -56086,24 +56264,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -56112,8 +56289,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -56121,16 +56299,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -56142,7 +56320,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56172,21 +56350,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -56222,11 +56403,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56266,16 +56446,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56337,10 +56516,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -56394,8 +56573,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -56426,16 +56605,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -56443,7 +56621,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -60453,11 +60631,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -65390,7 +65568,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -395,7 +395,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1102,7 +1102,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28265,7 +28265,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30887,7 +30887,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34634,11 +34645,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34675,7 +34691,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35467,6 +35486,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35512,6 +35534,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35555,6 +35580,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35574,6 +35602,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35702,10 +35733,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35816,6 +35883,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36021,6 +36105,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36029,14 +36124,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36249,6 +36353,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36419,7 +36533,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38294,13 +38416,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38312,7 +38440,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38322,15 +38453,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40037,6 +40174,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45537,7 +45678,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49110,20 +49262,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49131,19 +49291,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49175,12 +49344,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53871,24 +54048,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53897,8 +54073,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53906,16 +54083,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53927,7 +54104,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53957,21 +54134,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54007,11 +54187,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54051,16 +54230,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54122,10 +54300,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54179,8 +54357,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54211,16 +54389,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54228,7 +54405,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58196,11 +58373,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63071,7 +63248,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -406,7 +406,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1113,7 +1113,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28276,7 +28276,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30898,7 +30898,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34645,11 +34656,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34686,7 +34702,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35478,6 +35497,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35523,6 +35545,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35566,6 +35591,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35585,6 +35613,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35713,10 +35744,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35827,6 +35894,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36032,6 +36116,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36040,14 +36135,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36260,6 +36364,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36430,7 +36544,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38305,13 +38427,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38323,7 +38451,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38333,15 +38464,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40048,6 +40185,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45548,7 +45689,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49121,20 +49273,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49142,19 +49302,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49186,12 +49355,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53882,24 +54059,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53908,8 +54084,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53917,16 +54094,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53938,7 +54115,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53968,21 +54145,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54018,11 +54198,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54062,16 +54241,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54133,10 +54311,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54190,8 +54368,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54222,16 +54400,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54239,7 +54416,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58207,11 +58384,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63082,7 +63259,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -395,7 +395,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1102,7 +1102,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28262,7 +28262,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30884,7 +30884,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34631,11 +34642,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34672,7 +34688,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35464,6 +35483,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35509,6 +35531,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35552,6 +35577,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35571,6 +35599,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35699,10 +35730,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35813,6 +35880,23 @@ msgstr ""
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36018,6 +36102,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36026,14 +36121,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36246,6 +36350,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36416,7 +36530,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38291,13 +38413,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38309,7 +38437,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38319,15 +38450,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40034,6 +40171,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45534,7 +45675,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49107,20 +49259,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49128,19 +49288,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49172,12 +49341,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53868,24 +54045,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -53894,8 +54070,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -53903,16 +54080,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -53924,7 +54101,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -53954,21 +54131,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54004,11 +54184,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54048,16 +54227,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54119,10 +54297,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54176,8 +54354,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54208,16 +54386,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54225,7 +54402,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58193,11 +58370,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63068,7 +63245,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -473,7 +473,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1187,7 +1187,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28381,7 +28381,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31045,7 +31045,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34804,12 +34815,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ"
#: doc/classes/MeshInstance.xml
msgid ""
@ -34845,7 +34862,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35637,6 +35657,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35683,6 +35706,9 @@ msgstr "คืนค่าผกผันรูทสองของพารา
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35726,6 +35752,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35745,6 +35774,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35876,10 +35908,46 @@ msgstr "คืนค่าการกำหนดค่าของลำโพ
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35995,6 +36063,23 @@ msgstr "คืนค่าการกำหนดค่าของลำโพ
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36205,6 +36290,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36213,14 +36309,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36434,6 +36539,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36604,7 +36719,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38532,13 +38655,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38550,7 +38679,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38560,15 +38692,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40277,6 +40415,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45784,7 +45926,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49364,20 +49517,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49385,19 +49546,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49429,12 +49599,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54128,24 +54306,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54154,8 +54331,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54163,16 +54341,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54184,7 +54362,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54214,21 +54392,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54264,11 +54445,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54308,16 +54488,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54379,10 +54558,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54436,8 +54615,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54468,16 +54647,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54485,7 +54663,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58456,11 +58634,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63335,7 +63513,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -441,7 +441,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1178,7 +1178,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28351,7 +28351,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -30973,7 +30973,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34732,11 +34743,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -34773,7 +34789,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35565,6 +35584,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35610,6 +35632,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35653,6 +35678,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35672,6 +35700,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35803,10 +35834,46 @@ msgstr ""
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35926,6 +35993,23 @@ msgstr ""
"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
"so-sort ay hindi pinapagana."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
@ -36131,6 +36215,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36139,14 +36234,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36359,6 +36463,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36529,7 +36643,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38404,13 +38526,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38422,7 +38550,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38432,15 +38563,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40147,6 +40284,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45650,7 +45791,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49223,20 +49375,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49244,19 +49404,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49288,12 +49457,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -53984,24 +54161,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54010,8 +54186,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54019,16 +54196,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54040,7 +54217,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54070,21 +54247,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54120,11 +54300,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54164,16 +54343,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54235,10 +54413,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54292,8 +54470,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54324,16 +54502,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54341,7 +54518,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58309,11 +58486,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63190,7 +63367,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -554,7 +554,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1684,7 +1684,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -29097,7 +29097,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31724,7 +31724,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -35484,12 +35495,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "İki vektörün kalanını döndürür."
#: doc/classes/MeshInstance.xml
msgid ""
@ -35525,7 +35542,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -36324,6 +36344,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -36370,6 +36393,9 @@ msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -36413,6 +36439,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -36432,6 +36461,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -36568,10 +36600,46 @@ msgstr "Verilen değerin zıt değerini döndürür."
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -36689,6 +36757,23 @@ msgstr "Verilen değerin sinüsünü döndürür."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36900,6 +36985,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36908,14 +37004,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -37131,6 +37236,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@ -37304,7 +37419,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -39188,13 +39311,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -39206,7 +39335,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -39216,15 +39348,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40936,6 +41074,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -46468,7 +46610,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -50044,20 +50197,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -50065,19 +50226,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -50109,12 +50279,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54814,24 +54992,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54840,8 +55017,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54849,16 +55027,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54870,7 +55048,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54900,21 +55078,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54950,11 +55131,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54994,16 +55174,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55065,10 +55244,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -55122,8 +55301,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -55154,16 +55333,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -55171,7 +55349,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -59143,11 +59321,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -64032,7 +64210,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -530,7 +530,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1245,7 +1245,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28459,7 +28459,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31084,7 +31084,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34836,12 +34847,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Повертає лишок за двома векторами."
#: doc/classes/MeshInstance.xml
msgid ""
@ -34877,7 +34894,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35677,6 +35697,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35723,6 +35746,9 @@ msgstr "Повертає синус параметра."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35766,6 +35792,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35785,6 +35814,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35919,10 +35951,46 @@ msgstr "Повертає значення, яке є протилежним до
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -36039,6 +36107,23 @@ msgstr "Повертає синус параметра."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36251,6 +36336,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36259,14 +36355,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36482,6 +36587,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36653,7 +36768,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38535,13 +38658,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38553,7 +38682,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38563,15 +38695,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40283,6 +40421,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45806,7 +45948,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49382,20 +49535,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49403,19 +49564,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49447,12 +49617,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54145,24 +54323,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54171,8 +54348,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54180,16 +54358,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54201,7 +54379,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54231,21 +54409,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54281,11 +54462,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54325,16 +54505,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54396,10 +54575,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54453,8 +54632,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54485,16 +54664,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54502,7 +54680,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58474,11 +58652,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63363,7 +63541,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

View File

@ -532,7 +532,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1462,7 +1462,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28756,7 +28756,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31383,7 +31383,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -35137,12 +35148,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Trả về phần dư của hai vector."
#: doc/classes/MeshInstance.xml
msgid ""
@ -35178,7 +35195,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35977,6 +35997,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -36023,6 +36046,9 @@ msgstr "Trả về sin của tham số."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -36066,6 +36092,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -36085,6 +36114,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -36220,10 +36252,46 @@ msgstr "Trả về giá trị đối của tham số."
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -36340,6 +36408,23 @@ msgstr "Trả về sin của tham số."
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Trả về sin của tham số."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36552,6 +36637,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36560,14 +36656,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36783,6 +36888,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@ -36955,7 +37070,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38839,13 +38962,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38857,7 +38986,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38867,15 +38999,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40587,6 +40725,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -46118,7 +46260,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49698,20 +49851,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49719,19 +49880,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49763,12 +49933,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54466,24 +54644,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54492,8 +54669,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54501,16 +54679,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54522,7 +54700,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54552,21 +54730,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54602,11 +54783,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54646,16 +54826,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54717,10 +54896,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54774,8 +54953,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54806,16 +54985,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54823,7 +55001,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58797,11 +58975,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63685,7 +63863,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml

File diff suppressed because it is too large Load Diff

View File

@ -482,7 +482,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@ -1203,7 +1203,7 @@ msgid ""
"[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/3.4/img/"
"[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]"
msgstr ""
@ -28417,7 +28417,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = {\"name\": \"Godette\"}\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@ -31042,7 +31042,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text."
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@ -34794,12 +34805,18 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the [Material] for a surface of the [Mesh] resource."
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Returns the number of surface materials."
msgstr ""
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "回傳參數的正弦值。"
#: doc/classes/MeshInstance.xml
msgid ""
@ -34835,7 +34852,10 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the [Material] for a surface of the [Mesh] resource."
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@ -35634,6 +35654,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@ -35680,6 +35703,9 @@ msgstr "回傳參數的正弦值。"
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@ -35723,6 +35749,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@ -35742,6 +35771,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@ -35876,10 +35908,46 @@ msgstr "回傳參數的相反值。"
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [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 untouched 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 ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
@ -35996,6 +36064,23 @@ msgstr "回傳參數的正弦值。"
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "計算兩個向量的外積。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@ -36208,6 +36293,17 @@ msgstr ""
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
@ -36216,14 +36312,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The radius of the agent."
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a target is considered to be reached. This "
"will allow an agent to not have to hit a point on the path exactly, but in "
"the area."
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36439,6 +36544,16 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
@ -36610,7 +36725,15 @@ msgid ""
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
@ -38492,13 +38615,19 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it."
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node exits the scene tree, either because it exited on "
"its own or because this node exited."
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@ -38510,7 +38639,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node enters the tree."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@ -38520,15 +38652,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node enters a [SceneTree]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is about to exit a [SceneTree]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@ -40240,6 +40378,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@ -45761,7 +45903,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus."
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@ -49337,20 +49490,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [code]rendering/gles3/"
"shaders/max_concurrent_compiles[/code].\n"
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49358,19 +49519,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
"code], so a smaller maximum size can be configured for mobile platforms, "
"where storage space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
"code]."
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -49402,12 +49572,20 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
"code], so asynchronous compilation can be disabled for mobile.\n"
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
@ -54100,24 +54278,23 @@ msgid ""
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
"by default are executed one after another. You can create a sequence by "
"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\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($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
"and finally the [method Node.queue_free] is called to remove the sprite. See "
"methods [method tween_property], [method tween_interval], [method "
"tween_callback] and [method tween_method] for more usage information.\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set different transition type in the above "
"example, you can do:\n"
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@ -54126,8 +54303,9 @@ msgid ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In this "
"example the [SceneTreeTween] is bound and have set a default transition:\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@ -54135,16 +54313,16 @@ msgid ""
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"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 Tween.EaseType] constant, and "
@ -54156,7 +54334,7 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it was created."
"immediately after it is created."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54186,21 +54364,24 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
"it manually. Can also be used to end the [SceneTreeTween] animation "
"immediately, by using [code]delta[/code] longer than the whole duration.\n"
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
"you can call [method stop] after the step, to keep it and reset."
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
@ -54236,11 +54417,10 @@ msgstr ""
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
"[SceneTreeTween] might become invalid when it has finished tweening or was "
"killed, also when created with [code]Tween.new()[/code]. Invalid "
"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
"them. You can however still use [method interpolate_value]."
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54280,16 +54460,15 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until it is either killed by [method kill] or by freeing bound "
"node, or all the animated objects have been freed (which makes further "
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
"with no delay or [PropertyTweener] with invalid node) are equivalent to "
"infinite [code]while[/code] loops and will freeze your game. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54351,10 +54530,10 @@ msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative for using the delay in "
"other [Tweener]s or when there's no animation (in which case the "
"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
"interval, in seconds.\n"
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
@ -54408,8 +54587,8 @@ msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is a value at the time the tweening of "
"the [PropertyTweener] start. For example:\n"
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@ -54440,16 +54619,15 @@ msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
"is emitted, but it doesn't happen immediately, but on the next processing "
"frame. Calling [method stop] inside the signal callback will preserve the "
"[SceneTreeTween]."
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after final loop, use [signal "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
@ -54457,7 +54635,7 @@ msgstr ""
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running parallelly."
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58429,11 +58607,11 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
"print(\"L\".is_valid_int()) # Prints \"False\"\n"
"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
@ -63318,7 +63496,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree]."
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml