i18n: Sync classref translations with Weblate
(cherry picked from commit 417f20f06c
)
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@ -12308,10 +12308,12 @@ msgid ""
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msgstr ""
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#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
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#: doc/classes/InterpolatedCamera.xml
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msgid "The camera updates with the [code]_physics_process[/code] callback."
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msgstr ""
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#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
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#: doc/classes/InterpolatedCamera.xml
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msgid "The camera updates with the [code]_process[/code] callback."
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msgstr ""
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@ -19607,13 +19609,17 @@ msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid ""
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"Amount of extra bias for shadow splits that are far away. If self-shadowing "
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"occurs only on the splits far away, increasing this value can fix them."
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"occurs only on the splits far away, increasing this value can fix them. This "
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"is ignored when [member directional_shadow_mode] is [constant "
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"SHADOW_ORTHOGONAL]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid ""
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"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
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"transitions between splits."
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"transitions between splits. Enabling shadow blend splitting also has a "
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"moderate performance cost. This is ignored when [member "
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"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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@ -19623,7 +19629,11 @@ msgid ""
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid "The maximum distance for shadow splits."
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msgid ""
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"The maximum distance for shadow splits. Increasing this value will make "
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"directional shadows visible from further away, at the cost of lower overall "
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"shadow detail and performance (since more objects need to be included in the "
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"directional shadow rendering)."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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@ -19640,23 +19650,23 @@ msgstr ""
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msgid ""
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"The distance from camera to shadow split 1. Relative to [member "
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"directional_shadow_max_distance]. Only used when [member "
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"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
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"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
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"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
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"SHADOW_PARALLEL_4_SPLITS]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid ""
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"The distance from shadow split 1 to split 2. Relative to [member "
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"directional_shadow_max_distance]. Only used when [member "
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"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
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"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
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"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
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"SHADOW_PARALLEL_4_SPLITS]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid ""
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"The distance from shadow split 2 to split 3. Relative to [member "
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"directional_shadow_max_distance]. Only used when [member "
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"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
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"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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@ -30018,7 +30028,10 @@ msgid ""
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"input at the cost of increased CPU usage. In applications where drawing "
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"freehand lines is required, input accumulation should generally be disabled "
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"while the user is drawing the line to get results that closely follow the "
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"actual input."
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"actual input.\n"
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"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
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"compatibility reasons. It is however recommended to enable it for games "
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"which don't require very reactive input, as this will decrease CPU usage."
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msgstr ""
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#: doc/classes/Input.xml
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@ -30592,10 +30605,11 @@ msgstr ""
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msgid ""
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"Contains mouse and pen motion information. Supports relative, absolute "
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"positions and speed. See [method Node._input].\n"
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"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
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"at most. If you need more precise input reporting, set [member Input."
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"use_accumulated_input] to [code]false[/code] to make events emitted as often "
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"as possible. If you use InputEventMouseMotion to draw lines, consider "
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"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
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"rendered, allowing for precise input reporting, at the expense of CPU usage. "
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"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
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"multiple events merge into a single emitted event per frame.\n"
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"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
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"implementing [url=https://en.wikipedia.org/wiki/"
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"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
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"avoid visible gaps in lines if the user is moving the mouse quickly."
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@ -30917,6 +30931,11 @@ msgid ""
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"automatically."
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msgstr ""
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#: doc/classes/InterpolatedCamera.xml
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msgid ""
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"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
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msgstr ""
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#: doc/classes/InterpolatedCamera.xml
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msgid ""
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"How quickly the camera moves toward its target. Higher values will result in "
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@ -36350,7 +36369,7 @@ msgid ""
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"maximum distance is exceeded, it recalculates the ideal path."
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msgstr ""
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#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
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#: doc/classes/NavigationAgent.xml
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msgid ""
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"The radius of the avoidance agent. This is the \"body\" of the avoidance "
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"agent and not the avoidance maneuver starting radius (which is controlled by "
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@ -36463,6 +36482,14 @@ msgid ""
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"least one matching layer."
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msgstr ""
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#: doc/classes/NavigationAgent2D.xml
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msgid ""
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"The radius of the avoidance agent. This is the \"body\" of the avoidance "
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"agent and not the avoidance maneuver starting radius (which is controlled by "
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"[member neighbor_dist]).\n"
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"Does not affect normal pathfinding."
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msgstr ""
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#: doc/classes/NavigationMesh.xml
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msgid "A mesh to approximate the walkable areas and obstacles."
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msgstr ""
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@ -50081,8 +50108,8 @@ msgstr ""
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#: doc/classes/ProjectSettings.xml
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msgid ""
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"Size for shadow atlas (used for OmniLights and SpotLights). See "
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"documentation."
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"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
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"be rounded up to the nearest power of 2. See shadow mapping documentation."
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msgstr ""
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#: doc/classes/ProjectSettings.xml
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@ -58455,7 +58482,31 @@ msgstr ""
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#: doc/classes/String.xml
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msgid ""
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"Formats the string by replacing all occurrences of [code]placeholder[/code] "
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"with [code]values[/code]."
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"with the elements of [code]values[/code].\n"
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"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
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"[code]placeholder[/code] will be replaced with the corresponding keys in "
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"advance. Array elements use their index as keys.\n"
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"[codeblock]\n"
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"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
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"named after it.\n"
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"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
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"named after it.\"\n"
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"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
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"\n"
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"# Prints: User 42 is Godot.\n"
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"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
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"[/codeblock]\n"
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"Some additional handling is performed when [code]values[/code] is an array. "
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"If [code]placeholder[/code] does not contain an underscore, the elements of "
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"the array will be used to replace one occurrence of the placeholder in turn; "
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"If an array element is another 2-element array, it'll be interpreted as a "
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"key-value pair.\n"
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"[codeblock]\n"
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"# Prints: User 42 is Godot.\n"
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"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
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"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
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"\"Godot\"]]))\n"
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"[/codeblock]"
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msgstr ""
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#: doc/classes/String.xml
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@ -59052,9 +59103,11 @@ msgstr ""
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#: doc/classes/StyleBox.xml
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msgid ""
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"Draws this stylebox using a [CanvasItem] with given [RID].\n"
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"You can get a [RID] value using [method Object.get_instance_id] on a "
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"[CanvasItem]-derived node."
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"Draws this stylebox using a canvas item identified by the given [RID].\n"
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"The [RID] value can either be the result of [method CanvasItem."
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"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
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"directly from creating a canvas item in the [VisualServer] with [method "
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"VisualServer.canvas_item_create]."
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msgstr ""
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#: doc/classes/StyleBox.xml
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@ -60598,6 +60651,11 @@ msgstr ""
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msgid "If [code]true[/code], a right-click displays the context menu."
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msgstr ""
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#: doc/classes/TextEdit.xml
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#, fuzzy
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msgid "If [code]true[/code], allow drag and drop of selected text."
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msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
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#: doc/classes/TextEdit.xml
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msgid ""
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"If [code]true[/code], the \"space\" character will have a visible "
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@ -66687,9 +66745,10 @@ msgstr ""
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msgid ""
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"The shadow atlas' resolution (used for omni and spot lights). The value will "
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"be rounded up to the nearest power of 2.\n"
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"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
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"created viewports default to a value of 0, this value must be set above 0 "
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"manually."
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"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
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"directional shadows won't be visible. Since user-created viewports default "
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"to a value of [code]0[/code], this value must be set above [code]0[/code] "
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"manually (typically at least [code]256[/code])."
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msgstr ""
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#: doc/classes/Viewport.xml
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msgstr ""
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#: doc/classes/Viewport.xml
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msgid "The rendering mode of viewport."
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msgid ""
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"The rendering mode of viewport.\n"
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"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
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"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
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"HDR is not supported for 2D."
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msgstr ""
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#: doc/classes/Viewport.xml
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@ -12252,10 +12252,12 @@ msgid ""
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msgstr ""
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#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
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#: doc/classes/InterpolatedCamera.xml
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msgid "The camera updates with the [code]_physics_process[/code] callback."
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msgstr ""
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#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
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#: doc/classes/InterpolatedCamera.xml
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msgid "The camera updates with the [code]_process[/code] callback."
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msgstr ""
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@ -19537,13 +19539,17 @@ msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid ""
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"Amount of extra bias for shadow splits that are far away. If self-shadowing "
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"occurs only on the splits far away, increasing this value can fix them."
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"occurs only on the splits far away, increasing this value can fix them. This "
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"is ignored when [member directional_shadow_mode] is [constant "
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"SHADOW_ORTHOGONAL]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid ""
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"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
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"transitions between splits."
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"transitions between splits. Enabling shadow blend splitting also has a "
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"moderate performance cost. This is ignored when [member "
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"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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@ -19553,7 +19559,11 @@ msgid ""
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid "The maximum distance for shadow splits."
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msgid ""
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"The maximum distance for shadow splits. Increasing this value will make "
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"directional shadows visible from further away, at the cost of lower overall "
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"shadow detail and performance (since more objects need to be included in the "
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"directional shadow rendering)."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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@ -19570,23 +19580,23 @@ msgstr ""
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msgid ""
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"The distance from camera to shadow split 1. Relative to [member "
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"directional_shadow_max_distance]. Only used when [member "
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"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
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"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
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"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
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"SHADOW_PARALLEL_4_SPLITS]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid ""
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"The distance from shadow split 1 to split 2. Relative to [member "
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"directional_shadow_max_distance]. Only used when [member "
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"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
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"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
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"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
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"SHADOW_PARALLEL_4_SPLITS]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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msgid ""
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"The distance from shadow split 2 to split 3. Relative to [member "
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"directional_shadow_max_distance]. Only used when [member "
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"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
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"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
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msgstr ""
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#: doc/classes/DirectionalLight.xml
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@ -29935,7 +29945,10 @@ msgid ""
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"input at the cost of increased CPU usage. In applications where drawing "
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"freehand lines is required, input accumulation should generally be disabled "
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"while the user is drawing the line to get results that closely follow the "
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"actual input."
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"actual input.\n"
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"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
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"compatibility reasons. It is however recommended to enable it for games "
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"which don't require very reactive input, as this will decrease CPU usage."
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msgstr ""
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#: doc/classes/Input.xml
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@ -30509,10 +30522,11 @@ msgstr ""
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msgid ""
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"Contains mouse and pen motion information. Supports relative, absolute "
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"positions and speed. See [method Node._input].\n"
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"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
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"at most. If you need more precise input reporting, set [member Input."
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"use_accumulated_input] to [code]false[/code] to make events emitted as often "
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"as possible. If you use InputEventMouseMotion to draw lines, consider "
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"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
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"rendered, allowing for precise input reporting, at the expense of CPU usage. "
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"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
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"multiple events merge into a single emitted event per frame.\n"
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"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
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"implementing [url=https://en.wikipedia.org/wiki/"
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"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
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"avoid visible gaps in lines if the user is moving the mouse quickly."
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@ -30833,6 +30847,11 @@ msgid ""
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"automatically."
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msgstr ""
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#: doc/classes/InterpolatedCamera.xml
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msgid ""
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"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
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msgstr ""
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#: doc/classes/InterpolatedCamera.xml
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msgid ""
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"How quickly the camera moves toward its target. Higher values will result in "
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@ -36235,7 +36254,7 @@ msgid ""
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"maximum distance is exceeded, it recalculates the ideal path."
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msgstr ""
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#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
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#: doc/classes/NavigationAgent.xml
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msgid ""
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"The radius of the avoidance agent. This is the \"body\" of the avoidance "
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"agent and not the avoidance maneuver starting radius (which is controlled by "
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@ -36346,6 +36365,14 @@ msgid ""
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"least one matching layer."
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msgstr ""
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#: doc/classes/NavigationAgent2D.xml
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msgid ""
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"The radius of the avoidance agent. This is the \"body\" of the avoidance "
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"agent and not the avoidance maneuver starting radius (which is controlled by "
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"[member neighbor_dist]).\n"
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"Does not affect normal pathfinding."
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msgstr ""
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#: doc/classes/NavigationMesh.xml
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msgid "A mesh to approximate the walkable areas and obstacles."
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msgstr ""
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@ -49925,8 +49952,8 @@ msgstr ""
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#: doc/classes/ProjectSettings.xml
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msgid ""
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"Size for shadow atlas (used for OmniLights and SpotLights). See "
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"documentation."
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"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
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"be rounded up to the nearest power of 2. See shadow mapping documentation."
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msgstr ""
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#: doc/classes/ProjectSettings.xml
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@ -58295,7 +58322,31 @@ msgstr ""
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#: doc/classes/String.xml
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msgid ""
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"Formats the string by replacing all occurrences of [code]placeholder[/code] "
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"with [code]values[/code]."
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"with the elements of [code]values[/code].\n"
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"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
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"[code]placeholder[/code] will be replaced with the corresponding keys in "
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"advance. Array elements use their index as keys.\n"
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"[codeblock]\n"
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"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
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"named after it.\n"
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"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
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"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58892,9 +58943,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60430,6 +60483,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66505,9 +66562,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66536,7 +66594,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12132,10 +12132,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19417,13 +19419,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19433,7 +19439,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19450,23 +19460,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29812,7 +29822,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30386,10 +30399,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30710,6 +30724,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36112,7 +36131,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36223,6 +36242,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49802,8 +49829,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58172,7 +58199,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58769,9 +58820,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60307,6 +60360,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66382,9 +66439,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66413,7 +66471,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12653,10 +12653,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19985,13 +19987,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -20001,7 +20007,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -20018,23 +20028,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -30408,7 +30418,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30982,10 +30995,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -31307,6 +31321,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36749,7 +36768,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36862,6 +36881,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -50499,8 +50526,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58889,7 +58916,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -59486,9 +59537,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -61042,6 +61095,11 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -67164,9 +67222,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67195,7 +67254,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -14222,10 +14222,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -21703,13 +21705,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -21719,7 +21725,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -21736,23 +21746,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -32199,7 +32209,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -32773,10 +32786,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -33102,6 +33116,11 @@ msgstr ""
|
|||
"Wenn [code]true[/code], wird die Sub-Animation nach Beendigung automatisch "
|
||||
"neu gestartet."
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -38619,7 +38638,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -38734,6 +38753,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -52484,8 +52511,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -60981,7 +61008,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -61582,9 +61633,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -63157,6 +63210,11 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "Wenn [code]true[/code], wird die Textur zentriert."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -69471,9 +69529,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -69505,7 +69564,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12152,10 +12152,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19452,13 +19454,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19468,7 +19474,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19485,23 +19495,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29863,7 +29873,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30437,10 +30450,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30762,6 +30776,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36189,7 +36208,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36302,6 +36321,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49907,8 +49934,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58281,7 +58308,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58878,9 +58929,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60424,6 +60477,11 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66513,9 +66571,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66544,7 +66603,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -15915,10 +15915,12 @@ msgstr ""
|
|||
"horizontales y el tamaño de la pantalla."
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr "La cámara se actualiza con la llamada [code]_physics_process[/code]."
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr "La cámara se actualiza con la llamada de [code]_process[/code]."
|
||||
|
||||
|
@ -25571,16 +25573,18 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
"Si [code]true[/code], el detalle de la sombra se sacrifica a cambio de "
|
||||
"transiciones más suaves entre las divisiones."
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
|
@ -25591,8 +25595,12 @@ msgstr ""
|
|||
"movimiento. Ver [enum ShadowDepthRange]."
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgstr "La distancia máxima para las divisiones de la sombra."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
|
||||
|
@ -25606,11 +25614,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
"La distancia de la cámara a la sombra se divide en 1. Relativo a [member "
|
||||
"directional_shadow_max_distance]. Sólo se utiliza cuando [member "
|
||||
|
@ -25618,11 +25627,12 @@ msgstr ""
|
|||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
"La distancia de la sombra se divide en dos. Relativo a [member "
|
||||
"directional_shadow_max_distance]. Sólo se utiliza cuando [member "
|
||||
|
@ -25630,10 +25640,11 @@ msgstr ""
|
|||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
"La distancia de la sombra se divide en dos y tres. Relativo a [member "
|
||||
"directional_shadow_max_distance]. Sólo se usa cuando [member "
|
||||
|
@ -39542,7 +39553,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
"Habilita o deshabilita la acumulación de eventos de entrada similares "
|
||||
"enviados por el sistema operativo. Cuando la acumulación de entrada está "
|
||||
|
@ -40301,10 +40315,11 @@ msgstr "Tipo de evento de entrada para los eventos de movimiento del ratón."
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -40744,6 +40759,12 @@ msgstr ""
|
|||
"Si [code]true[/code], la ventana se desplaza hacia abajo para mostrar "
|
||||
"automáticamente el nuevo contenido."
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr "La llamada al proceso de la cámara. Ver [enum Camera2DProcessMode]."
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -47706,7 +47727,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -47821,6 +47842,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -65718,12 +65747,13 @@ msgstr ""
|
|||
"documentación del mapeo de sombras."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
"Tamaño para el atlas de sombras (usado para OmniLights y SpotLights). Vea la "
|
||||
"documentación."
|
||||
"Establece el tamaño de las imágenes del atlas de sombras (usado para omni y "
|
||||
"focos). El valor se redondeará a la potencia más cercana de 2."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
|
@ -76413,10 +76443,32 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Formatea la string reemplazando todas las ocurrencias de [code]placeholder[/"
|
||||
"code] por [code]values[/code]."
|
||||
|
||||
#: doc/classes/String.xml
|
||||
msgid "If the string is a valid file path, returns the base directory name."
|
||||
|
@ -77186,13 +77238,12 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
"Dibuja este cuadro de estilo usando un [CanvasItem] con un [RID] dado.\n"
|
||||
"Puedes obtener un valor [RID] usando el [method Object.get_instance_id] en "
|
||||
"un nodo derivado de [CanvasItem]."
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid "Returns the size of this [StyleBox] without the margins."
|
||||
|
@ -79172,6 +79223,11 @@ msgstr ""
|
|||
"Si [code]true[/code], un clic con el botón derecho del ratón muestra el menú "
|
||||
"contextual."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "Si [code]true[/code], el cuerpo puede ser detectado por los rayos."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -87155,12 +87211,14 @@ msgstr ""
|
|||
"La cantidad de subdivisión del cuarto cuadrante en el atlas de las sombras."
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
"La resolución del atlas de las sombras (usado para luces omni y spot). El "
|
||||
"valor se redondeará a la potencia más cercana de 2.\n"
|
||||
|
@ -87197,9 +87255,12 @@ msgid ""
|
|||
msgstr "Si [code]true[/code], el viewport debería hacer su fondo transparente."
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
#, fuzzy
|
||||
msgid "The rendering mode of viewport."
|
||||
msgstr "El modo de selección a utilizar."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid ""
|
||||
|
|
|
@ -12573,10 +12573,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19858,13 +19860,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19874,7 +19880,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19891,23 +19901,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -30256,7 +30266,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30830,10 +30843,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -31154,6 +31168,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36562,7 +36581,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36673,6 +36692,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -50264,8 +50291,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58638,7 +58665,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -59235,9 +59286,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60773,6 +60826,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66848,9 +66905,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66879,7 +66937,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12226,10 +12226,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19528,13 +19530,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19544,7 +19550,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19561,23 +19571,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29946,7 +29956,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30520,10 +30533,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30845,6 +30859,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36274,7 +36293,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36387,6 +36406,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49992,8 +50019,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58368,7 +58395,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58965,9 +59016,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60512,6 +60565,11 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "Palauttaa parametrin kosinin."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66606,9 +66664,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66637,7 +66696,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12148,10 +12148,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19433,13 +19435,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19449,7 +19455,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19466,23 +19476,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29831,7 +29841,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30405,10 +30418,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30729,6 +30743,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36131,7 +36150,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36242,6 +36261,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49821,8 +49848,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58191,7 +58218,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58788,9 +58839,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60326,6 +60379,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66401,9 +66458,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66432,7 +66490,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -12140,10 +12140,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19425,13 +19427,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19441,7 +19447,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19458,23 +19468,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29820,7 +29830,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30394,10 +30407,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30718,6 +30732,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36120,7 +36139,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36231,6 +36250,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49810,8 +49837,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58180,7 +58207,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58777,9 +58828,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60315,6 +60368,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66390,9 +66447,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66421,7 +66479,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12139,10 +12139,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19424,13 +19426,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19440,7 +19446,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19457,23 +19467,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29819,7 +29829,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30393,10 +30406,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30717,6 +30731,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36119,7 +36138,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36230,6 +36249,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49809,8 +49836,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58179,7 +58206,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58776,9 +58827,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60314,6 +60367,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66389,9 +66446,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66420,7 +66478,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12158,10 +12158,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19443,13 +19445,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19459,7 +19465,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19476,23 +19486,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29838,7 +29848,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30412,10 +30425,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30736,6 +30750,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36138,7 +36157,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36249,6 +36268,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49828,8 +49855,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58198,7 +58225,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58795,9 +58846,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60333,6 +60386,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66408,9 +66465,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66439,7 +66497,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12551,10 +12551,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19838,13 +19840,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19854,7 +19860,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19871,23 +19881,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -30244,7 +30254,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30818,10 +30831,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -31142,6 +31156,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36564,7 +36583,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36676,6 +36695,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -50277,8 +50304,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58650,7 +58677,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -59247,9 +59298,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60789,6 +60842,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66865,9 +66922,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66896,7 +66954,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12139,10 +12139,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19424,13 +19426,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19440,7 +19446,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19457,23 +19467,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29819,7 +29829,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30393,10 +30406,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30717,6 +30731,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36119,7 +36138,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36230,6 +36249,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49809,8 +49836,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58179,7 +58206,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58776,9 +58827,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60314,6 +60367,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66389,9 +66446,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66420,7 +66478,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -13170,10 +13170,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -20563,13 +20565,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -20579,7 +20585,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -20596,23 +20606,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -31009,7 +31019,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -31584,10 +31597,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -31912,6 +31926,11 @@ msgstr ""
|
|||
"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
|
||||
"è disabilitato."
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -37368,7 +37387,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -37481,6 +37500,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -51136,8 +51163,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -59529,7 +59556,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -60126,9 +60177,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -61687,6 +61740,13 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
|
||||
"è disabilitato."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -67830,9 +67890,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67864,7 +67925,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -15107,10 +15107,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -22561,13 +22563,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -22577,7 +22583,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -22594,23 +22604,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -33071,7 +33081,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -33645,10 +33658,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -33975,6 +33989,11 @@ msgstr ""
|
|||
"[code]true[/code]の場合は円錐形が作成され、[member radius]は片側にのみ適用さ"
|
||||
"れます。"
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -39508,7 +39527,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -39623,6 +39642,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -53345,8 +53372,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -62077,7 +62104,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -62674,9 +62725,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -64250,6 +64303,11 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "[code]true[/code] であれば、テクスチャは中央になります。"
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -70432,9 +70490,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -70464,7 +70523,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -15,12 +15,13 @@
|
|||
# whatthesamuel <alex01763@gmail.com>, 2021.
|
||||
# 한수현 <shh1473@ajou.ac.kr>, 2022.
|
||||
# vrSono <global.sonogong@gmail.com>, 2022.
|
||||
# 김태우 <ogosengi3@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: 2022-06-13 03:39+0000\n"
|
||||
"Last-Translator: vrSono <global.sonogong@gmail.com>\n"
|
||||
"PO-Revision-Date: 2022-06-29 10:30+0000\n"
|
||||
"Last-Translator: 김태우 <ogosengi3@gmail.com>\n"
|
||||
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/ko/>\n"
|
||||
"Language: ko\n"
|
||||
|
@ -28,7 +29,7 @@ msgstr ""
|
|||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8-bit\n"
|
||||
"Plural-Forms: nplurals=1; plural=0;\n"
|
||||
"X-Generator: Weblate 4.13-dev\n"
|
||||
"X-Generator: Weblate 4.13.1-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -88,7 +89,7 @@ msgstr "(%s를 덮어씀)"
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Default"
|
||||
msgstr ""
|
||||
msgstr "기본값"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Setter"
|
||||
|
@ -96,7 +97,7 @@ msgstr "Setter"
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "value"
|
||||
msgstr ""
|
||||
msgstr "값"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Getter"
|
||||
|
@ -12316,10 +12317,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19650,13 +19653,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19666,7 +19673,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19683,23 +19694,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -30129,7 +30140,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30703,10 +30717,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -31028,6 +31043,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36462,7 +36482,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36575,6 +36595,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -50318,8 +50346,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58692,7 +58720,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -59289,9 +59341,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60835,6 +60889,11 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "매개변수의 코사인 값을 반환합니다."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66936,9 +66995,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66967,7 +67027,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12149,10 +12149,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19434,13 +19436,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19450,7 +19456,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19467,23 +19477,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29829,7 +29839,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30403,10 +30416,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30727,6 +30741,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36129,7 +36148,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36240,6 +36259,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49819,8 +49846,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58189,7 +58216,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58786,9 +58837,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60324,6 +60377,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66399,9 +66456,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66430,7 +66488,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12154,10 +12154,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19439,13 +19441,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19455,7 +19461,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19472,23 +19482,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29837,7 +29847,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30411,10 +30424,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30735,6 +30749,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36137,7 +36156,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36248,6 +36267,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49827,8 +49854,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58197,7 +58224,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58794,9 +58845,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60332,6 +60385,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66407,9 +66464,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66438,7 +66496,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12137,10 +12137,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19422,13 +19424,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19438,7 +19444,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19455,23 +19465,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29817,7 +29827,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30391,10 +30404,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30715,6 +30729,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36117,7 +36136,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36228,6 +36247,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49807,8 +49834,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58177,7 +58204,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58774,9 +58825,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60312,6 +60365,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66387,9 +66444,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66418,7 +66476,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12149,10 +12149,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19434,13 +19436,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19450,7 +19456,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19467,23 +19477,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29829,7 +29839,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30403,10 +30416,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30727,6 +30741,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36129,7 +36148,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36240,6 +36259,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49819,8 +49846,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58189,7 +58216,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58786,9 +58837,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60324,6 +60377,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66399,9 +66456,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66430,7 +66488,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12137,10 +12137,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19422,13 +19424,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19438,7 +19444,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19455,23 +19465,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29817,7 +29827,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30391,10 +30404,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30715,6 +30729,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36117,7 +36136,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36228,6 +36247,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49807,8 +49834,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58177,7 +58204,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58774,9 +58825,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60312,6 +60365,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66387,9 +66444,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66418,7 +66476,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12206,10 +12206,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19491,13 +19493,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19507,7 +19513,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19524,23 +19534,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29889,7 +29899,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30463,10 +30476,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30787,6 +30801,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36189,7 +36208,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36300,6 +36319,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49879,8 +49906,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58250,7 +58277,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58847,9 +58898,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60385,6 +60438,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66460,9 +66517,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66491,7 +66549,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12651,10 +12651,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19963,13 +19965,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19979,7 +19985,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19996,23 +20006,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -30398,7 +30408,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30972,10 +30985,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -31300,6 +31314,11 @@ msgstr ""
|
|||
"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
|
||||
"wyłączone."
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36769,7 +36788,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36882,6 +36901,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -50526,8 +50553,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58915,7 +58942,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -59512,9 +59563,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -61062,6 +61115,13 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
|
||||
"wyłączone."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -67169,9 +67229,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67203,7 +67264,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -9,12 +9,13 @@
|
|||
# Renu <ifpilucas@gmail.com>, 2022.
|
||||
# Diogo Gomes <dgomes@graphnode.com>, 2022.
|
||||
# El_ExpertPlayer <xpertnathan37@gmail.com>, 2022.
|
||||
# Esdras Caleb Oliveira Silva <acheicaleb@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: 2022-06-13 03:39+0000\n"
|
||||
"Last-Translator: El_ExpertPlayer <xpertnathan37@gmail.com>\n"
|
||||
"PO-Revision-Date: 2022-06-29 10:31+0000\n"
|
||||
"Last-Translator: Esdras Caleb Oliveira Silva <acheicaleb@gmail.com>\n"
|
||||
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/pt/>\n"
|
||||
"Language: pt\n"
|
||||
|
@ -22,7 +23,7 @@ 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"
|
||||
|
@ -78,7 +79,7 @@ msgstr "Herdado por:"
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "(overrides %s)"
|
||||
msgstr ""
|
||||
msgstr "(recopiar %s)"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Default"
|
||||
|
@ -86,7 +87,7 @@ msgstr "Padrão"
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Setter"
|
||||
msgstr "Definidor"
|
||||
msgstr "Setter"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "value"
|
||||
|
@ -94,13 +95,13 @@ msgstr "valor"
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Getter"
|
||||
msgstr "Buscador"
|
||||
msgstr "Getter"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid ""
|
||||
"This method should typically be overridden by the user to have any effect."
|
||||
msgstr ""
|
||||
"Este método normalmente deve ser substituído pelo usuário para ter algum "
|
||||
"Este método normalmente deve ser reescrito pelo usuário para que tenha algum "
|
||||
"efeito."
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
|
@ -907,7 +908,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Linearly interpolates between two values by the factor defined in "
|
||||
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
|
||||
|
@ -927,20 +927,25 @@ msgid ""
|
|||
"To perform eased interpolation with [method lerp], combine it with [method "
|
||||
"ease] or [method smoothstep]."
|
||||
msgstr ""
|
||||
"Interpola linearmente entre dois valores através de um valor normalizado. "
|
||||
"Este método é o oposto do método [method inverse_lerp].\n"
|
||||
"Interpola linearmente entre dois valores pelo fator definido em "
|
||||
"[code]weight[/code]. Para realizar a interpolação, [code]weight[/code] deve "
|
||||
"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusive). No entanto, "
|
||||
"valores fora desse intervalo são permitidos e podem ser usados para realizar "
|
||||
"[i]extrapolação[/i].\n"
|
||||
"Se os argumentos [code]from[/code] e [code]to[/code] forem do tipo [int] ou "
|
||||
"[float], o retorno é um valor do tipo [float].\n"
|
||||
"Se ambos são vetores de mesmo tipo ([Vector2], [Vector3] ou [Color]), o "
|
||||
"valor retornado será do mesmo tipo ([code]lerp[/code] então chamará o método "
|
||||
"[code]lerp[/code] do tipo de vetor em questão).\n"
|
||||
"[float], o valor de retorno será um [float].\n"
|
||||
"Se ambos forem do mesmo tipo de vetor ([Vector2], [Vector3] ou [Color]), o "
|
||||
"valor de retorno será do mesmo tipo ([code]lerp[/code] então chama o método "
|
||||
"[code]linear_interpolate[/code] do tipo de vetor).\n"
|
||||
"[codeblock]\n"
|
||||
"lerp(0, 4, 0.75) # Retorna 3.0\n"
|
||||
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retorna Vector2(2, 3.5)\n"
|
||||
"[/codeblock]"
|
||||
"lerp(0, 4, 0,75) # Retorna 3,0\n"
|
||||
"lerp(Vetor2(1, 5), Vetor2(3, 2), 0.5) # Retorna Vetor2(2, 3.5)\n"
|
||||
"[/codeblock]\n"
|
||||
"Veja também [method inverse_lerp] que realiza o inverso desta operação. Para "
|
||||
"realizar a interpolação facilitada com [method lerp], combine-o com [method "
|
||||
"easy] ou [method smoothstep]."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Linearly interpolates between two angles (in radians) by a normalized "
|
||||
"value.\n"
|
||||
|
@ -963,10 +968,12 @@ msgid ""
|
|||
"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
|
||||
"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
|
||||
msgstr ""
|
||||
"Faz a interpolação linear entre dois ângulos (em radianos) por um valor "
|
||||
"Interpola linearmente entre dois ângulos (em radianos) por um valor "
|
||||
"normalizado.\n"
|
||||
"Semelhante à [method lerp], mas faz a interpolação corretamente quando os "
|
||||
"ângulos passam através de [constant @GDScript.TAU].\n"
|
||||
"Semelhante a [method lerp], mas interpola corretamente quando os ângulos "
|
||||
"envolvem [constant @GDScript.TAU]. Para realizar a interpolação facilitada "
|
||||
"com [method lerp_angle], combine-o com [method easy] ou [method "
|
||||
"smoothstep].\n"
|
||||
"[codeblock]\n"
|
||||
"extends Sprite\n"
|
||||
"var elapsed = 0.0\n"
|
||||
|
@ -975,7 +982,14 @@ msgstr ""
|
|||
" var max_angle = deg2rad(90.0)\n"
|
||||
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
|
||||
" elapsed += delta\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Nota:[/b] Este método lê o caminho mais curto entre [code]from[/code] e "
|
||||
"[code]to[/code]. No entanto, quando esses dois ângulos estão aproximadamente "
|
||||
"[code]PI + k * TAU[/code] separados para qualquer inteiro [code]k[/code], "
|
||||
"não é óbvio de que maneira eles interpretam devido a erros de precisão de "
|
||||
"ponto flutuante. Por exemplo, [code]lerp_angle(0, PI, weight)[/code] lê no "
|
||||
"sentido anti-horário, enquanto [code]lerp_angle(0, PI + 5 * TAU, weight)[/"
|
||||
"code] lê no sentido horário."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -1463,7 +1477,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns a random floating point value between [code]from[/code] and "
|
||||
"[code]to[/code] (both endpoints inclusive).\n"
|
||||
|
@ -1472,12 +1485,12 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
|
||||
msgstr ""
|
||||
"Intervalo aleatório, retorna qualquer número real entre [code]from[/code] e "
|
||||
"[code]to[/code].\n"
|
||||
"Retorna um valor de ponto flutuante aleatório entre [code]from[/code] e "
|
||||
"[code]to[/code] (ambos os endpoints inclusive).\n"
|
||||
"[codeblock]\n"
|
||||
"prints(rand_range(0, 1), rand_range(0, 1)) # Imprime por exemplo 0.135591 "
|
||||
"0.405263\n"
|
||||
"[/codeblock]"
|
||||
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Nota:[/b] Isso é equivalente a [code]randf() * (to - from) + from[/code]."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -4579,9 +4592,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
|
||||
#: doc/classes/Vector3.xml
|
||||
#, fuzzy
|
||||
msgid "Vector math"
|
||||
msgstr "Vetor utilizado para matemática 2D."
|
||||
msgstr "Matemática vetorial"
|
||||
|
||||
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
|
||||
#: doc/classes/Vector3.xml
|
||||
|
@ -5798,9 +5810,8 @@ msgstr ""
|
|||
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
|
||||
#: doc/classes/AnimationNodeTimeScale.xml
|
||||
#: doc/classes/AnimationNodeTransition.xml
|
||||
#, fuzzy
|
||||
msgid "AnimationTree"
|
||||
msgstr "Nó de animação."
|
||||
msgstr "AnimationTree"
|
||||
|
||||
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
|
||||
#: doc/classes/AnimationNodeBlend2.xml
|
||||
|
@ -6493,9 +6504,8 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AnimationPlayer.xml
|
||||
#, fuzzy
|
||||
msgid "Animation tutorial index"
|
||||
msgstr "Nó de animação."
|
||||
msgstr "Índice do tutorial de animação"
|
||||
|
||||
#: doc/classes/AnimationPlayer.xml
|
||||
msgid ""
|
||||
|
@ -6784,9 +6794,8 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AnimationTree.xml
|
||||
#, fuzzy
|
||||
msgid "Using AnimationTree"
|
||||
msgstr "Reseta este [AnimationTreePlayer]."
|
||||
msgstr "Usando AnimationTree"
|
||||
|
||||
#: doc/classes/AnimationTree.xml
|
||||
msgid "Manually advance the animations by the specified time (in seconds)."
|
||||
|
@ -12958,10 +12967,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -13749,9 +13760,8 @@ msgstr ""
|
|||
"camada -1 ou abaixo)."
|
||||
|
||||
#: doc/classes/CanvasLayer.xml
|
||||
#, fuzzy
|
||||
msgid "Canvas layers"
|
||||
msgstr "Camada para desenhar no ecrã."
|
||||
msgstr "Camadas de tela"
|
||||
|
||||
#: doc/classes/CanvasLayer.xml
|
||||
msgid "Returns the RID of the canvas used by this layer."
|
||||
|
@ -14821,9 +14831,8 @@ msgstr ""
|
|||
#: doc/classes/Physics2DDirectSpaceState.xml
|
||||
#: doc/classes/PhysicsDirectBodyState.xml
|
||||
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
|
||||
#, fuzzy
|
||||
msgid "Physics introduction"
|
||||
msgstr "Interpolação cúbica."
|
||||
msgstr "Introdução à física"
|
||||
|
||||
#: doc/classes/CollisionShape.xml
|
||||
msgid ""
|
||||
|
@ -16390,9 +16399,8 @@ msgid "GUI tutorial index"
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Control.xml
|
||||
#, fuzzy
|
||||
msgid "Control node gallery"
|
||||
msgstr "Tecla Control."
|
||||
msgstr "Galeria de *nós* de controle"
|
||||
|
||||
#: doc/classes/Control.xml
|
||||
msgid "All GUI Demos"
|
||||
|
@ -20292,13 +20300,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -20308,7 +20320,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -20325,23 +20341,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -30704,7 +30720,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -31278,10 +31297,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -31606,6 +31626,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -37046,7 +37071,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -37159,6 +37184,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -38441,7 +38474,7 @@ msgstr ""
|
|||
|
||||
#: doc/classes/Node.xml
|
||||
msgid "Nodes and Scenes"
|
||||
msgstr ""
|
||||
msgstr "Nós e Cenas"
|
||||
|
||||
#: doc/classes/Node.xml
|
||||
msgid "All Demos"
|
||||
|
@ -49310,68 +49343,67 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D physics layer 3."
|
||||
msgstr ""
|
||||
msgstr "Nome opcional para a camada 3 de física 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D physics layer 30."
|
||||
msgstr ""
|
||||
msgstr "Nome opcional para a camada 30 de física 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D physics layer 31."
|
||||
msgstr ""
|
||||
msgstr "Nome opcional para a camada 31 de física 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D physics layer 32."
|
||||
msgstr ""
|
||||
msgstr "Nome opcional para a camada 32 de física 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D physics layer 4."
|
||||
msgstr ""
|
||||
msgstr "Nome opcional para a camada 4 de física 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D physics layer 5."
|
||||
msgstr ""
|
||||
msgstr "Nome opcional para a camada 5 de física 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D physics layer 6."
|
||||
msgstr ""
|
||||
msgstr "Nome opcional para a camada 6 de física 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D physics layer 7."
|
||||
msgstr ""
|
||||
msgstr "Nome opcional para a camada 7 de física 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D physics layer 8."
|
||||
msgstr ""
|
||||
msgstr "Nome opcional para a camada 8 de física 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D physics layer 9."
|
||||
msgstr ""
|
||||
msgstr "Nome opcional para a camada 9 de física 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D render layer 1."
|
||||
msgstr "Nome opcional para a camada 1 da renderização 3D."
|
||||
msgstr "Nome opcional para a camada 1 de renderização 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D render layer 10."
|
||||
msgstr "Nome opcional para a camada 10 da renderização 3D."
|
||||
msgstr "Nome opcional para a camada 10 de renderização 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D render layer 11."
|
||||
msgstr "Nome opcional para a camada 11 da renderização 3D."
|
||||
msgstr "Nome opcional para a camada 11 de renderização 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D render layer 12."
|
||||
msgstr "Nome opcional para a camada 12 da renderização 3D."
|
||||
msgstr "Nome opcional para a camada 12 de renderização 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D render layer 13."
|
||||
msgstr "Nome opcional para a camada 13 da renderização 3D."
|
||||
msgstr "Nome opcional para a camada 13 de renderização 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
#, fuzzy
|
||||
msgid "Optional name for the 3D render layer 14."
|
||||
msgstr "Nome opcional para a camada 14 da renderização 3D"
|
||||
msgstr "Nome opcional para a camada 14 de renderização 3D."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Optional name for the 3D render layer 15."
|
||||
|
@ -49434,38 +49466,53 @@ msgid ""
|
|||
"The locale to fall back to if a translation isn't available in a given "
|
||||
"language. If left empty, [code]en[/code] (English) will be used."
|
||||
msgstr ""
|
||||
"A localidade para retornar se uma tradução não estiver disponível em um "
|
||||
"determinado idioma. Se deixado em branco, [code]en[/code] (inglês) será "
|
||||
"usado."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"If non-empty, this locale will be used when running the project from the "
|
||||
"editor."
|
||||
msgstr ""
|
||||
"Se não estiver vazio, essa localidade será usada ao executar o projeto a "
|
||||
"partir do editor."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "If [code]true[/code], logs all output to files."
|
||||
msgstr ""
|
||||
msgstr "Se [code]true[/code], registra todas os resultados nos arquivos."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Desktop override for [member logging/file_logging/enable_file_logging], as "
|
||||
"log files are not readily accessible on mobile/Web platforms."
|
||||
msgstr ""
|
||||
"Substituição da área de trabalho para [member logging/file_logging/"
|
||||
"enable_file_logging], pois os arquivos de log não são facilmente acessíveis "
|
||||
"em plataformas móveis/Web."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Path to logs within the project. Using an [code]user://[/code] path is "
|
||||
"recommended."
|
||||
msgstr ""
|
||||
"Caminho para logs dentro do projeto. Recomenda se utilizar um caminho "
|
||||
"[code]user://[/code]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Specifies the maximum amount of log files allowed (used for rotation)."
|
||||
msgstr ""
|
||||
"Especifica a quantidade máxima de arquivos de log permitidos (usados para "
|
||||
"rotação)."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Godot uses a message queue to defer some function calls. If you run out of "
|
||||
"space on it (you will see an error), you can increase the size here."
|
||||
msgstr ""
|
||||
"Godot usa uma fila de mensagens para adiar algumas chamadas de função. Se "
|
||||
"você ficar sem espaço nela (você verá um erro), você pode aumentar o tamanho "
|
||||
"aqui."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
|
@ -49474,6 +49521,11 @@ msgid ""
|
|||
"on threads. If servers get stalled too often when loading resources in a "
|
||||
"thread, increase this number."
|
||||
msgstr ""
|
||||
"Isso é usado por servidores quando usado no modo multi-threading (servidores "
|
||||
"e visual). Os RIDs são pré-alocados para evitar a interrupção do servidor "
|
||||
"que os solicita em encadeamentos. Se os servidores ficarem paralisados com "
|
||||
"muita frequência ao carregar recursos em um encadeamento, aumente esse "
|
||||
"número."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
|
@ -49486,6 +49538,14 @@ msgid ""
|
|||
"in the editor, which also includes C# [code]tool[/code] scripts running "
|
||||
"within the editor as well as editor plugin code."
|
||||
msgstr ""
|
||||
"A política a ser usada para exceções Mono (C#) não tratadas. O padrão "
|
||||
"\"Terminate Application\" sai do projeto assim que uma exceção não tratada é "
|
||||
"lançada. Em vez disso, \"Log Error\" registra uma mensagem de erro no "
|
||||
"console e não interromperá a execução do projeto quando uma exceção não "
|
||||
"tratada for lançada.\n"
|
||||
"[b]Observação:[/b] A política de exceção não tratada é sempre definida como "
|
||||
"\"Erro de log\" no editor, que também inclui scripts C# [code]tool[/code] "
|
||||
"executados no editor, bem como o código do plug-in do editor."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
|
@ -49493,42 +49553,57 @@ msgid ""
|
|||
"map_set_cell_height].\n"
|
||||
"[b]Note:[/b] Currently not implemented."
|
||||
msgstr ""
|
||||
"Altura de célula padrão para mapas de navegação 2D. Consulte [método "
|
||||
"Navigation2DServer.map_set_cell_height].\n"
|
||||
"[b]Observação:[/b] atualmente não implementado."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Default cell size for 2D navigation maps. See [method Navigation2DServer."
|
||||
"map_set_cell_size]."
|
||||
msgstr ""
|
||||
"Tamanho de célula padrão para mapas de navegação 2D. Consulte [method "
|
||||
"Navigation2DServer.map_set_cell_size]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Default edge connection margin for 2D navigation maps. See [method "
|
||||
"Navigation2DServer.map_set_edge_connection_margin]."
|
||||
msgstr ""
|
||||
"Margem de conexão de borda padrão para mapas de navegação 2D. Consulte "
|
||||
"[method Navigation2DServer.map_set_edge_connection_margin]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Default cell height for 3D navigation maps. See [method NavigationServer."
|
||||
"map_set_cell_height]."
|
||||
msgstr ""
|
||||
"Altura de célula padrão para mapas de navegação 3D. Consulte [method "
|
||||
"NavigationServer.map_set_cell_height]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Default cell size for 3D navigation maps. See [method NavigationServer."
|
||||
"map_set_cell_size]."
|
||||
msgstr ""
|
||||
"Tamanho de célula padrão para mapas de navegação 3D. Consulte [method "
|
||||
"NavigationServer.map_set_cell_size]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Default edge connection margin for 3D navigation maps. See [method "
|
||||
"NavigationServer.map_set_edge_connection_margin]."
|
||||
msgstr ""
|
||||
"Margem de conexão de borda padrão para mapas de navegação 3D. Consulte "
|
||||
"[method NavigationServer.map_set_edge_connection_margin]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Default map up vector for 3D navigation maps. See [method NavigationServer."
|
||||
"map_set_up]."
|
||||
msgstr ""
|
||||
"Vetor de mapa padrão para mapas de navegação 3D. Consulte [method "
|
||||
"NavigationServer.map_set_up]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
|
@ -49536,6 +49611,9 @@ msgid ""
|
|||
"Over this value, content is dropped. This helps not to stall the debugger "
|
||||
"connection."
|
||||
msgstr ""
|
||||
"Quantidade máxima de caracteres permitidos para enviar como saída do "
|
||||
"depurador. Acima desse valor, o conteúdo é descartado. Isso ajuda a não "
|
||||
"travar a conexão do depurador."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
|
@ -49543,6 +49621,9 @@ msgid ""
|
|||
"Over this value, content is dropped. This helps not to stall the debugger "
|
||||
"connection."
|
||||
msgstr ""
|
||||
"Número máximo de erros permitidos a serem enviados como saída do depurador. "
|
||||
"Acima desse valor, o conteúdo é descartado. Isso ajuda a não travar a "
|
||||
"conexão do depurador."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
|
@ -49550,6 +49631,9 @@ msgid ""
|
|||
"this value, content is dropped. This helps not to stall the debugger "
|
||||
"connection."
|
||||
msgstr ""
|
||||
"Quantidade máxima de mensagens permitidas para enviar como saída do "
|
||||
"depurador. Acima desse valor, o conteúdo é descartado. Isso ajuda a não "
|
||||
"travar a conexão do depurador."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
|
@ -49557,6 +49641,9 @@ msgid ""
|
|||
"Over this value, content is dropped. This helps not to stall the debugger "
|
||||
"connection."
|
||||
msgstr ""
|
||||
"Número máximo de avisos que podem ser enviados como saída do depurador. "
|
||||
"Acima desse valor, o conteúdo é descartado. Isso ajuda a não travar a "
|
||||
"conexão do depurador."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
|
@ -49564,56 +49651,64 @@ msgid ""
|
|||
"specified as a power of two). The default value [code]16[/code] is equal to "
|
||||
"65,536 bytes. Over this size, data is dropped."
|
||||
msgstr ""
|
||||
"Tamanho padrão do fluxo de pares de pacotes para desserializar dados Godot "
|
||||
"(em bytes, especificado como uma potência de dois). O valor padrão [code]16[/"
|
||||
"code] é igual a 65.536 bytes. Acima desse tamanho, os dados são descartados."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Timeout (in seconds) for connection attempts using TCP."
|
||||
msgstr ""
|
||||
msgstr "Tempo limite (em segundos) para tentativas de conexão usando TCP."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
|
||||
msgstr ""
|
||||
msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebRTCDataChannel]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
|
||||
msgstr ""
|
||||
msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebSocketClient]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Maximum number of concurrent input packets for [WebSocketClient]."
|
||||
msgstr ""
|
||||
"Número máximo de pacotes de entrada simultâneos para [WebSocketClient]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer."
|
||||
msgstr ""
|
||||
msgstr "Tamanho máximo (em kiB) para o buffer de saída [WebSocketClient]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Maximum number of concurrent output packets for [WebSocketClient]."
|
||||
msgstr ""
|
||||
msgstr "Número máximo de pacotes de saída simultâneos para [WebSocketClient]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer."
|
||||
msgstr ""
|
||||
msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebSocketServer]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Maximum number of concurrent input packets for [WebSocketServer]."
|
||||
msgstr ""
|
||||
"Número máximo de pacotes de entrada simultâneos para [WebSocketServer]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer."
|
||||
msgstr ""
|
||||
msgstr "Tamanho máximo (em kiB) para o buffer de saída [WebSocketServer]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Maximum number of concurrent output packets for [WebSocketServer]."
|
||||
msgstr ""
|
||||
msgstr "Número máximo de pacotes de saída simultâneos para [WebSocketServer]."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Amount of read ahead used by remote filesystem. Higher values decrease the "
|
||||
"effects of latency at the cost of higher bandwidth usage."
|
||||
msgstr ""
|
||||
"Quantidade de leitura antecipada usada pelo sistema de arquivos remoto. "
|
||||
"Valores mais altos diminuem os efeitos da latência ao custo de maior uso de "
|
||||
"largura de banda."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid "Page size used by remote filesystem (in bytes)."
|
||||
msgstr ""
|
||||
msgstr "Tamanho da página usado pelo sistema de arquivos remoto (em bytes)."
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
|
@ -50756,8 +50851,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -59151,7 +59246,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -59748,9 +59867,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -61290,6 +61411,11 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "Se [code]true[/code], o objeto é desenhado por cima do pai dele."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -67385,9 +67511,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67416,7 +67543,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -13209,10 +13209,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -20592,13 +20594,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -20608,7 +20614,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -20625,23 +20635,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -31043,7 +31053,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -31617,10 +31630,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -31949,6 +31963,11 @@ msgstr ""
|
|||
"Se [code]true[/code], os nós filhos são organizados, do contrário, a "
|
||||
"organização é desabilitada."
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -37411,7 +37430,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -37525,6 +37544,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -51178,8 +51205,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -59588,7 +59615,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -60185,9 +60236,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -61745,6 +61798,11 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -67861,9 +67919,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67895,7 +67954,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12169,10 +12169,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19454,13 +19456,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19470,7 +19476,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19487,23 +19497,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29852,7 +29862,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30426,10 +30439,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30750,6 +30764,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36152,7 +36171,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36263,6 +36282,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49843,8 +49870,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58213,7 +58240,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58810,9 +58861,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60348,6 +60401,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66423,9 +66480,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66454,7 +66512,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -48,12 +48,13 @@
|
|||
# Bozhko Artyom Dmitrievich <jek_sun@mail.ru>, 2022.
|
||||
# FuzzMix <fmwolfiechad@gmail.com>, 2022.
|
||||
# МАН69К <weblate@mah69k.net>, 2022.
|
||||
# Vadim Mitroshkin <Vadim7540@yandex.ru>, 2022.
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine class reference\n"
|
||||
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
|
||||
"PO-Revision-Date: 2022-06-08 06:47+0000\n"
|
||||
"Last-Translator: FuzzMix <fmwolfiechad@gmail.com>\n"
|
||||
"PO-Revision-Date: 2022-07-03 00:44+0000\n"
|
||||
"Last-Translator: Bozhko Artyom Dmitrievich <jek_sun@mail.ru>\n"
|
||||
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/ru/>\n"
|
||||
"Language: ru\n"
|
||||
|
@ -62,7 +63,7 @@ msgstr ""
|
|||
"Content-Transfer-Encoding: 8-bit\n"
|
||||
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
|
||||
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
|
||||
"X-Generator: Weblate 4.13-dev\n"
|
||||
"X-Generator: Weblate 4.13.1-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -154,7 +155,8 @@ msgstr ""
|
|||
#: doc/tools/make_rst.py
|
||||
msgid ""
|
||||
"This method accepts any number of arguments after the ones described here."
|
||||
msgstr "Этот метод принимает любое количество аргументов после описанных."
|
||||
msgstr ""
|
||||
"Этот метод принимает любое количество аргументов после описанных здесь."
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "This method is used to construct a type."
|
||||
|
@ -533,7 +535,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Compares two values by checking their actual contents, recursing into any "
|
||||
"[Array] or [Dictionary] up to its deepest level.\n"
|
||||
|
@ -559,9 +560,9 @@ msgstr ""
|
|||
"- Для [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
|
||||
"code], [code]Object[/code] и [code]RID[/code], [code]deep_equal[/code] и "
|
||||
"[code]==[/code] работают одинаково.\n"
|
||||
"- Для [code]Dictionary[/code], [code]==[/code] рассматривает равенство и "
|
||||
"только если обе переменные указывают на один и тот же [code]Dictionary[/"
|
||||
"code], без рекурсии или просмотра содержимого вообще.\n"
|
||||
"- Для [code]Dictionary[/code], [code]==[/code] рассматривает равенство "
|
||||
"тогда, и только тогда, когда обе переменные указывают на один и тот же "
|
||||
"[code]Dictionary[/code], без рекурсии или просмотра содержимого вообще.\n"
|
||||
"- Для [code]Array[/code], [code]==[/code] считается равенством тогда, и "
|
||||
"только тогда, когда каждый элемент в первом [code]Array[/code] равен "
|
||||
"элементу во втором [code]Array[/code], как сообщает [code]==[/code]. Это "
|
||||
|
@ -1006,7 +1007,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Linearly interpolates between two angles (in radians) by a normalized "
|
||||
"value.\n"
|
||||
|
@ -1032,7 +1032,7 @@ msgstr ""
|
|||
"Линейная интерполяция между двумя углами (в радианах) по нормализованному "
|
||||
"значению.\n"
|
||||
"Аналогично [методу lerp], но корректно интерполируется, когда углы "
|
||||
"оборачивают вокруг [constant @GDScript.TAU]. Чтобы выполнить упрощенную "
|
||||
"оборачивают вокруг [константы @GDScript.TAU]. Чтобы выполнить упрощенную "
|
||||
"интерполяцию с помощью [метода lerp_angle], объедините его с [методом ease] "
|
||||
"или [методом smoothstep].\n"
|
||||
"[codeblock]\n"
|
||||
|
@ -1043,7 +1043,14 @@ msgstr ""
|
|||
" var max_angle = deg2rad(90.0)\n"
|
||||
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
|
||||
" elapsed += delta\n"
|
||||
"[/codeblock]"
|
||||
"[/codeblock]\n"
|
||||
"[b]Примечание:[/b] Этот метод проходит через кратчайший путь между "
|
||||
"[code]from[/code] и [code]to[/code]. Тем не менее, если разница между этими "
|
||||
"двумя углами и любым целым числом [code]k[/code] приблизительно [code]PI + "
|
||||
"k * TAU[/code], неочевидно в какую сторону [/code]из-за ошибок в точности "
|
||||
"чисел с плавающей точкой. Например, [code]lerp_angle(0, PI, weight)[/code] "
|
||||
"оборачивается против часовой стрелки, а [code]lerp_angle(0, PI + 5 * TAU, "
|
||||
"weight)[/code] оборачивается по часовой."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -1292,7 +1299,6 @@ msgstr ""
|
|||
"координат (оси X и Y)."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns the integer modulus of [code]a/b[/code] that wraps equally in "
|
||||
"positive and negative.\n"
|
||||
|
@ -1314,28 +1320,21 @@ msgstr ""
|
|||
"Возвращает целочисленный модуль [code]a/b[/code], который одинаково "
|
||||
"переносится как в положительный, так и в отрицательный.\n"
|
||||
"[codeblock]\n"
|
||||
"var i = -6\n"
|
||||
"while i < 5:\n"
|
||||
" prints(i, posmod(i, 3))\n"
|
||||
" i += 1\n"
|
||||
"for i in range(-3, 4):\n"
|
||||
" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
|
||||
"[/codeblock]\n"
|
||||
"Produces:\n"
|
||||
"[codeblock]\n"
|
||||
"-6 0\n"
|
||||
"-5 1\n"
|
||||
"-4 2\n"
|
||||
"-3 0\n"
|
||||
"-2 1\n"
|
||||
"-1 2\n"
|
||||
"0 0\n"
|
||||
"1 1\n"
|
||||
"2 2\n"
|
||||
"3 0\n"
|
||||
"4 1\n"
|
||||
"-3 0 0\n"
|
||||
"-2 -2 1\n"
|
||||
"-1 -1 2\n"
|
||||
" 0 0 0\n"
|
||||
" 1 1 1\n"
|
||||
" 2 2 2\n"
|
||||
" 3 0 0\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
|
||||
"code].\n"
|
||||
|
@ -1346,7 +1345,7 @@ msgstr ""
|
|||
"Возвращает результат возведения числа [code]x[/code] в степени [code]y[/"
|
||||
"code].\n"
|
||||
"[codeblock]\n"
|
||||
"pow(2, 5) # Возвращает 32\n"
|
||||
"pow(2, 5) # Возвращает 32.0\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -1525,7 +1524,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Converts an angle expressed in radians to degrees.\n"
|
||||
"[codeblock]\n"
|
||||
|
@ -1534,7 +1532,7 @@ msgid ""
|
|||
msgstr ""
|
||||
"Преобразует угол, выраженный в радианах, в градусы.\n"
|
||||
"[codeblock]\n"
|
||||
"rad2deg(0.523599) # Возвращает 30\n"
|
||||
"rad2deg(0.523599) # Возвращает 30.0\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
|
@ -1581,7 +1579,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns a random unsigned 32-bit integer. Use remainder to obtain a random "
|
||||
"value in the interval [code][0, N - 1][/code] (where N is smaller than "
|
||||
|
@ -1660,6 +1657,44 @@ msgid ""
|
|||
"3\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Возвращает массив с заданным диапазоном. [метод range] может быть вызван "
|
||||
"тремя способами:\n"
|
||||
"[code]range(n: int)[/code]: Начинается с 0, увеличивается с шагом в 1 и "
|
||||
"останавливается [i]перед[/i] [code]n[/code]. Аргумент [code]n[/code] это "
|
||||
"[b]эксклюзив[/b].\n"
|
||||
"[code]range(b: int, n: int)[/code]: Начинается с [code]b[/code], "
|
||||
"увеличивается с шагом в 1 и останавливается [i]перед[/i] [code]n[/code]. "
|
||||
"Аргументы [code]b[/code] и [code]n[/code] это [b]инклюзив[/b] и "
|
||||
"[b]эксклюзив[/b], соответственно.\n"
|
||||
"[code]range(b: int, n: int, s: int)[/code]: Начинается с [code]b[/code], "
|
||||
"увеличивается/уменьшается с шагом [code]s[/code], и останавливается "
|
||||
"[i]перед[/i] [code]n[/code]. Аргументы [code]b[/code] и [code]n[/code] это "
|
||||
"[b]инклюзив[/b] и [b]эксклюзив[/b], соответственно. Аргумент [code]s[/code] "
|
||||
"[b]может[/b] быть негативным, но не [code]0[/code]. Если [code]s[/code] это "
|
||||
"[code]0[/code], будет выведено сообщение об ошибке.\n"
|
||||
"[метод range] преобразует все аргументы в [int] перед обработкой.\n"
|
||||
"[b]Примечание:[/b] Возвращает пустой массив, если ни одно значение не "
|
||||
"удовлетворяет ограничению на значение (e.g. [code]range(2, 5, -1)[/code] или "
|
||||
"[code]range(5, 5, 1)[/code]).\n"
|
||||
"Примеры:\n"
|
||||
"[codeblock]\n"
|
||||
"print(range(4)) # Prints [0, 1, 2, 3]\n"
|
||||
"print(range(2, 5)) # Prints [2, 3, 4]\n"
|
||||
"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
|
||||
"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
|
||||
"[/codeblock]\n"
|
||||
"Чтобы выполнить итерацию по [Array] в обратном порядке, используйте:\n"
|
||||
"[codeblock]\n"
|
||||
"var array = [3, 6, 9]\n"
|
||||
"for i in range(array.size(), 0, -1):\n"
|
||||
" print(array[i - 1])\n"
|
||||
"[/codeblock]\n"
|
||||
"Вывод:\n"
|
||||
"[codeblock]\n"
|
||||
"9\n"
|
||||
"6\n"
|
||||
"3\n"
|
||||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -1676,7 +1711,6 @@ msgstr ""
|
|||
"[/codeblock]"
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Rounds [code]s[/code] to the nearest whole number, with halfway cases "
|
||||
"rounded away from zero.\n"
|
||||
|
@ -1687,11 +1721,14 @@ msgid ""
|
|||
"[/codeblock]\n"
|
||||
"See also [method floor], [method ceil], [method stepify], and [int]."
|
||||
msgstr ""
|
||||
"Округляет [code]s[/code] к ближайшему целому числу, при этом середины "
|
||||
"округляются от нуля.\n"
|
||||
"Округляет [code]s[/code] к ближайшему целому числу, при этом 0.5 округляется "
|
||||
"в большую сторону.\n"
|
||||
"[codeblock]\n"
|
||||
"round(2.6) # Возвращает 3\n"
|
||||
"[/codeblock]"
|
||||
"a = round(2.49) # Возвращает 2.0\n"
|
||||
"a = round(2.5) # Возвращает 3.0\n"
|
||||
"a = round(2.51) # Возвращает 3.0\n"
|
||||
"[/codeblock]\n"
|
||||
"См. также[метод floor], [метод ceil], [метод stepify], и [int]."
|
||||
|
||||
#: modules/gdscript/doc_classes/@GDScript.xml
|
||||
msgid ""
|
||||
|
@ -13799,10 +13836,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -21231,13 +21270,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -21247,7 +21290,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -21264,23 +21311,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -31684,7 +31731,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -32258,10 +32308,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -32584,6 +32635,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr "Если [code]true[/code], текстура отражена по вертикали."
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -38070,7 +38126,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -38183,6 +38239,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -51969,8 +52033,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -60441,7 +60505,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -61038,9 +61126,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -62597,6 +62687,11 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "Если [code]true[/code], текстура будет центрирована."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -68866,9 +68961,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -68898,7 +68994,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12140,10 +12140,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19425,13 +19427,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19441,7 +19447,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19458,23 +19468,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29823,7 +29833,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30397,10 +30410,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30721,6 +30735,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36123,7 +36142,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36234,6 +36253,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49813,8 +49840,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58183,7 +58210,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58780,9 +58831,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60318,6 +60371,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66393,9 +66450,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66424,7 +66482,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12151,10 +12151,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19436,13 +19438,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19452,7 +19458,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19469,23 +19479,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29834,7 +29844,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30408,10 +30421,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30732,6 +30746,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36134,7 +36153,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36245,6 +36264,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49824,8 +49851,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58194,7 +58221,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58791,9 +58842,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60329,6 +60382,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66404,9 +66461,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66435,7 +66493,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12140,10 +12140,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19425,13 +19427,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19441,7 +19447,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19458,23 +19468,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29820,7 +29830,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30394,10 +30407,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30718,6 +30732,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36120,7 +36139,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36231,6 +36250,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49810,8 +49837,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58180,7 +58207,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58777,9 +58828,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60315,6 +60368,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66390,9 +66447,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66421,7 +66479,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12246,10 +12246,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19535,13 +19537,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19551,7 +19557,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19568,23 +19578,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29961,7 +29971,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30551,10 +30564,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30879,6 +30893,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36308,7 +36327,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36420,6 +36439,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -50068,8 +50095,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58444,7 +58471,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -59041,9 +59092,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60583,6 +60636,10 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66671,9 +66728,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66702,7 +66760,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12223,10 +12223,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19508,13 +19510,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19524,7 +19530,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19541,23 +19551,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29909,7 +29919,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30483,10 +30496,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30807,6 +30821,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36233,7 +36252,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36344,6 +36363,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -49926,8 +49953,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58296,7 +58323,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -58893,9 +58944,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60434,6 +60487,13 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
|
||||
"so-sort ay hindi pinapagana."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66515,9 +66575,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66546,7 +66607,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -18,12 +18,14 @@
|
|||
# yigithan <yigithanermet38@gmail.com>, 2021.
|
||||
# Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>, 2021, 2022.
|
||||
# Ramazan Aslan <legendraslan@gmail.com>, 2022.
|
||||
# paledega <paledega@yandex.ru>, 2022.
|
||||
# Yekez <yasintonge@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: 2022-06-13 03:39+0000\n"
|
||||
"Last-Translator: Ramazan Aslan <legendraslan@gmail.com>\n"
|
||||
"PO-Revision-Date: 2022-07-03 00:45+0000\n"
|
||||
"Last-Translator: Yekez <yasintonge@gmail.com>\n"
|
||||
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/tr/>\n"
|
||||
"Language: tr\n"
|
||||
|
@ -31,7 +33,7 @@ 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"
|
||||
|
@ -83,7 +85,7 @@ msgstr "Miras:"
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Inherited By:"
|
||||
msgstr ""
|
||||
msgstr "Kalıtılan:"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "(overrides %s)"
|
||||
|
@ -91,19 +93,21 @@ msgstr ""
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Default"
|
||||
msgstr ""
|
||||
msgstr "Varsayılan"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
#, fuzzy
|
||||
msgid "Setter"
|
||||
msgstr ""
|
||||
msgstr "Ayarlayıcı"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "value"
|
||||
msgstr "değer"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
#, fuzzy
|
||||
msgid "Getter"
|
||||
msgstr ""
|
||||
msgstr "Alıcı"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid ""
|
||||
|
@ -129,13 +133,15 @@ msgstr ""
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "This method is used to construct a type."
|
||||
msgstr ""
|
||||
msgstr "Bu method bir veri tipi oluşturmak için kullanılır."
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid ""
|
||||
"This method doesn't need an instance to be called, so it can be called "
|
||||
"directly using the class name."
|
||||
msgstr ""
|
||||
"Bu metod çağrılmak için bir örneklemeye ihtiyaç duymaz, bu yüzden doğrudan "
|
||||
"sınıf adı ile çağırılabilir."
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid ""
|
||||
|
@ -12925,10 +12931,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -20232,13 +20240,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -20248,7 +20260,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -20265,23 +20281,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -30657,7 +30673,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -31231,10 +31250,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -31558,6 +31578,11 @@ msgid ""
|
|||
msgstr ""
|
||||
"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -37003,7 +37028,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -37116,6 +37141,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -50748,8 +50781,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -59131,7 +59164,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -59728,9 +59785,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -61276,6 +61335,12 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr ""
|
||||
"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -67369,9 +67434,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67402,7 +67468,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12302,10 +12302,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19604,13 +19606,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19620,7 +19626,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19637,23 +19647,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -30019,7 +30029,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30593,10 +30606,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30918,6 +30932,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36354,7 +36373,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36467,6 +36486,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -50086,8 +50113,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58462,7 +58489,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -59059,9 +59110,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60606,6 +60659,11 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "Повертає косинус параметра."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66698,9 +66756,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66729,7 +66788,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
|
@ -12598,10 +12598,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19903,13 +19905,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19919,7 +19925,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19936,23 +19946,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -30317,7 +30327,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30891,10 +30904,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -31217,6 +31231,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr "Nếu [code]true[/code] thì lật dọc họa tiết."
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36655,7 +36674,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36768,6 +36787,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -50402,8 +50429,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58785,7 +58812,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -59382,9 +59433,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60929,6 +60982,11 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -67026,9 +67084,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -67058,7 +67117,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -12257,10 +12257,12 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_physics_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid "The camera updates with the [code]_process[/code] callback."
|
||||
msgstr ""
|
||||
|
||||
|
@ -19559,13 +19561,17 @@ msgstr ""
|
|||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
|
||||
"occurs only on the splits far away, increasing this value can fix them."
|
||||
"occurs only on the splits far away, increasing this value can fix them. This "
|
||||
"is ignored when [member directional_shadow_mode] is [constant "
|
||||
"SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
|
||||
"transitions between splits."
|
||||
"transitions between splits. Enabling shadow blend splitting also has a "
|
||||
"moderate performance cost. This is ignored when [member "
|
||||
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19575,7 +19581,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid "The maximum distance for shadow splits."
|
||||
msgid ""
|
||||
"The maximum distance for shadow splits. Increasing this value will make "
|
||||
"directional shadows visible from further away, at the cost of lower overall "
|
||||
"shadow detail and performance (since more objects need to be included in the "
|
||||
"directional shadow rendering)."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -19592,23 +19602,23 @@ msgstr ""
|
|||
msgid ""
|
||||
"The distance from camera to shadow split 1. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 1 to split 2. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
|
||||
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
|
||||
"SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
msgid ""
|
||||
"The distance from shadow split 2 to split 3. Relative to [member "
|
||||
"directional_shadow_max_distance]. Only used when [member "
|
||||
"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
|
||||
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/DirectionalLight.xml
|
||||
|
@ -29977,7 +29987,10 @@ msgid ""
|
|||
"input at the cost of increased CPU usage. In applications where drawing "
|
||||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input."
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30551,10 +30564,11 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
|
||||
"at most. If you need more precise input reporting, set [member Input."
|
||||
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
|
||||
"as possible. If you use InputEventMouseMotion to draw lines, consider "
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
"avoid visible gaps in lines if the user is moving the mouse quickly."
|
||||
|
@ -30876,6 +30890,11 @@ msgid ""
|
|||
"automatically."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InterpolatedCamera.xml
|
||||
msgid ""
|
||||
"How quickly the camera moves toward its target. Higher values will result in "
|
||||
|
@ -36311,7 +36330,7 @@ msgid ""
|
|||
"maximum distance is exceeded, it recalculates the ideal path."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
|
||||
#: doc/classes/NavigationAgent.xml
|
||||
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 "
|
||||
|
@ -36424,6 +36443,14 @@ msgid ""
|
|||
"least one matching layer."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationAgent2D.xml
|
||||
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."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/NavigationMesh.xml
|
||||
msgid "A mesh to approximate the walkable areas and obstacles."
|
||||
msgstr ""
|
||||
|
@ -50041,8 +50068,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
msgid ""
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). See "
|
||||
"documentation."
|
||||
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
|
||||
"be rounded up to the nearest power of 2. See shadow mapping documentation."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/ProjectSettings.xml
|
||||
|
@ -58417,7 +58444,31 @@ msgstr ""
|
|||
#: doc/classes/String.xml
|
||||
msgid ""
|
||||
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
|
||||
"with [code]values[/code]."
|
||||
"with the elements of [code]values[/code].\n"
|
||||
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
|
||||
"[code]placeholder[/code] will be replaced with the corresponding keys in "
|
||||
"advance. Array elements use their index as keys.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
|
||||
"named after it.\n"
|
||||
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
|
||||
"named after it.\"\n"
|
||||
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
|
||||
"\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
|
||||
"[/codeblock]\n"
|
||||
"Some additional handling is performed when [code]values[/code] is an array. "
|
||||
"If [code]placeholder[/code] does not contain an underscore, the elements of "
|
||||
"the array will be used to replace one occurrence of the placeholder in turn; "
|
||||
"If an array element is another 2-element array, it'll be interpreted as a "
|
||||
"key-value pair.\n"
|
||||
"[codeblock]\n"
|
||||
"# Prints: User 42 is Godot.\n"
|
||||
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
|
||||
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
|
||||
"\"Godot\"]]))\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/String.xml
|
||||
|
@ -59014,9 +59065,11 @@ msgstr ""
|
|||
|
||||
#: doc/classes/StyleBox.xml
|
||||
msgid ""
|
||||
"Draws this stylebox using a [CanvasItem] with given [RID].\n"
|
||||
"You can get a [RID] value using [method Object.get_instance_id] on a "
|
||||
"[CanvasItem]-derived node."
|
||||
"Draws this stylebox using a canvas item identified by the given [RID].\n"
|
||||
"The [RID] value can either be the result of [method CanvasItem."
|
||||
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
|
||||
"directly from creating a canvas item in the [VisualServer] with [method "
|
||||
"VisualServer.canvas_item_create]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/StyleBox.xml
|
||||
|
@ -60561,6 +60614,11 @@ msgstr ""
|
|||
msgid "If [code]true[/code], a right-click displays the context menu."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
#, fuzzy
|
||||
msgid "If [code]true[/code], allow drag and drop of selected text."
|
||||
msgstr "回傳參數的餘弦值。"
|
||||
|
||||
#: doc/classes/TextEdit.xml
|
||||
msgid ""
|
||||
"If [code]true[/code], the \"space\" character will have a visible "
|
||||
|
@ -66655,9 +66713,10 @@ msgstr ""
|
|||
msgid ""
|
||||
"The shadow atlas' resolution (used for omni and spot lights). The value will "
|
||||
"be rounded up to the nearest power of 2.\n"
|
||||
"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
|
||||
"created viewports default to a value of 0, this value must be set above 0 "
|
||||
"manually."
|
||||
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
|
||||
"directional shadows won't be visible. Since user-created viewports default "
|
||||
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
|
||||
"manually (typically at least [code]256[/code])."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
@ -66686,7 +66745,11 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
msgid "The rendering mode of viewport."
|
||||
msgid ""
|
||||
"The rendering mode of viewport.\n"
|
||||
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
||||
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
||||
"HDR is not supported for 2D."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Viewport.xml
|
||||
|
|
Loading…
Reference in New Issue